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mangus2000
27 Jul 06, 05:52
Well things seem to be going slowly for me, lost Pegasus Bridge on turn 2 but am making slow movemnt every where else. Will give more details later:angry:

viridomaros
27 Jul 06, 07:21
pegasus bridge lost, that's a disaster sir :surprise:

mangus2000
27 Jul 06, 14:20
Is it really that bad! I hope to get it back in turn 3.:OHNO:

viridomaros
27 Jul 06, 15:43
yes it's bad because it means you won't win the battle for caen and won't make it to broguerous ridge which means you won't get the 30vp there. And if the german player can keep pegasus bridge at the end of the scenario he'll get 30 vp so it's really bad news. I'm sure others will come to give you advice but what i would do : if the german have taken pegasus bridge and that they hold it firmly (armor, panzergrenadiers etc...) forgot about it and focus on other part of the map. An early drive on St-Lo and Torigny can really kill the german resistance. when you lose pegasus bridge you're often tempted to try counter attacking to retake it, not a bad idea in itself but breaking the front in other important sectors might be a better idea.
I'm sure Heinz will give you some hints as well

Heinz57
27 Jul 06, 16:14
I can't seem the file showing the Axis taking Pegasus. It depends upon what he is guard the hex with, though it looks like he has serious intentions. It doesn't matter so much "now" that he has Pegaus Bridge, just as long as at the end of the show YOU have it.

Viridomarous has some really good points though, based upon Axis disposition in the last file I found for you - looks like he has about 4 battalions worth of grenadiers and other assorted support. So - he is strong there and that asserts he is weak elsewhere.

See some of the notes for Liuz - the fastest route from Point A to Point B is not always a straight line. Find where his flank ends and open space begins.

Dicke Bertha
27 Jul 06, 16:25
I haven't seen the positions, but it could possibly be worth another go if you heavily prioritise this sector with your air force, and navals if they're in reach. Some heavy bombardments might thrown the Germans off guard. The longer they're allowed to sit in place, the deeper they'll dig and you might never get another chance to get across here - given your air interdiction, a good German player will be hestiant to move around too much. However, I'd be careful not to commit too much ground troops, in case you really bog down. Better send them marching. So maybe one turn of trying just to see if it has any potential. Or don't. ;)

mangus2000
27 Jul 06, 16:34
It seems things are going from bad to worse for me:o
Just done some Minimize attacks in preperation for my main attacks and guess what I had one attack turn again. Am I doing something seriously wrong here!
I still had a load of Stars on the right hand side.

viridomaros
27 Jul 06, 16:59
that's THE problem as allied in this scenario if you have several turns with 1 round of combat there is much chance you're going to lose. Fail profeciency check is annoying. I had this happen to me in a previous game in this scenario, really nothing you can do about it.
May be praise toaw system it will give you more rounds next turn, aside this i don't really see another solution :OHNO:

edited: i have seen your position, it's obvious you're not going to achieve a lot with the british and the canadians, try to expand so that you can use your units to their full potential don't worry too much about taking objectives there it's likely you won't be able to. try to hold as much german units as you can on this part of the front. Even the best player eg siberian heat are sometimes over confident with their position. Here the German often try to get more than just pegasus bridge and stopping the allied units. They often use their best units there to try to achieve a breakthrough. And that's the mistake you have to count with because the german need the few good units he has everywhere on the front he can't afford to use all in Caen area. Furthermore even if he breakthrough there there isn't much to gain unless he can destroy all the british/canadian forces which he shouldn't be able to if you're playing correctly.
Nothing is lost with the americans, Make heavy attacks on the way out of omaha beach that's where you need a breakthrough next turn, when you have a hole send recon units deep into ennemy's territory. this breakthrough is critical to your survival since it opens the road to 3 objectives foret de Cerisy st-Lo and Torigny. Carentan might be tough to take because he was able to blow up the bridges, but it's not impossible. Remains the drive towards Cherbourg, it should be the easiest part of your job. he doesn't have much forces there, a war of attrition is clearly in your favour. Don't hesitate to use ignore losses option.
Good luck

Joss
27 Jul 06, 17:40
The file you posted here... is this the end of your turn or the beginning?


Edited: Also, your opponent is a good friend of mine, and I have to tell you he's an experience wargamer - not with TOAW- but experienced wargamer. He's also VERY good on the defense, so you having a tough time is not just your play or skill - imho you have a tough opponent.


It seems things are going from bad to worse for me:o
Just done some Minimize attacks in preperation for my main attacks and guess what I had one attack turn again. Am I doing something seriously wrong here!
I still had a load of Stars on the right hand side.

Heinz57
27 Jul 06, 18:07
That file appears to be the beginning of the turn? If you've already conducted the turn and we're looking at old news, there's not much we can do to assist. If you are only getting one round of combat in for two turns in a row, you are definitely doing something very, very wrong.

1. Move what units you can that are not needed for combat, to take as much area as you can to set the stage for the next turn.
2. Select attacks starting first with units that have 80-100% of their movement allowance remaining. Do not attack with anything that has less than 80% of its movement.
3. Move units if you've managed to force any retreats, again trying to take as much ground as you can.
4. Select attacks with units that have 60-80% of their movement allowance remaining. Move units as appropriate again, then attack with everything eligible to attack.

This should get you two-three combat rounds consistently.

You need to place about 2000% more attention on movement. There are lots of [edited - notes, not "nots"] notes in the war college curriculum and links that cover a lot of important information, but it is obvious that you haven't given them more than a cursory review, so I can only recommend reviewing them closer, try some more hotseat and ask specific questions if there is something in particular that you don't understand.

mangus2000
27 Jul 06, 18:11
It should be the situation at the end of that turn, have reposted the file in the original post just in case.
The situation at Pegasus bridge now can be seen in the Jpeg below.

Dicke Bertha
27 Jul 06, 19:53
Say, you didn't send in the recon battalion on ignore losses alone against the dug in panzergrenadier battalion, and then too with very little artillery support ? If neither side takes enough losses (and the recon battlion's equipment needn't necessarily be much hurt by then grenadiers, they won't break off attack - especially not if you've ordered them to ignore losses: that's a very dangerous combination you've chosen here).

mangus2000
28 Jul 06, 03:12
Not intentionally no, it just kinda ended up that way when the turn ended prematurly:laugh: :laugh: :laugh:

Dicke Bertha
28 Jul 06, 03:25
Not intentionally no, it just kinda ended up that way when the turn ended prematurly:laugh: :laugh: :laugh:

I see. :laugh: :hurray:

mangus2000
30 Jul 06, 09:48
Heres my latest turn, again i only got 1 combat round. I think I'm gonna have to use the Plan Attack menu alot more from now on.
Things are looking a bit better around Pegasus bridge, I seem to be slowly scutting the forces the off from the main bulk.
Overall though slow movment every where:angry:

Heinz57
30 Jul 06, 11:15
Would really recommend doing some hot seat play and concentrate on getting to two rounds of combat, and then three rounds, consistently.

The two most likely factors cutting you off are:

1) attacking with units that have little movement remaining (including artillery that you dug in, but then assigned to direct support); and

2) attacking the same hex with non-cooperating units - such as Canadians and British. The last is somewhat offset by the 3 round maximum per battle, but penalties may still apply.

You have a number of units dug in (66, 33); (65, 34); (66, 34), (85, 39), (87, 38) and (84, 34) among others that are at minimize or limit losses. Generally speaking if you dig something in, set it to IGNORE losses. If you get ground, you want to hold and not be pushed back anytime there is a cool breeze coming its way.

This game requires a good amount of attention to detail.

As well, you have lots of overstacked units - most aren't too bad, but still present targets of opportunity for not being dug in (39, 28); (35, 38) (36, 26); (54, 26), etc...the worst is at (83, 34).

In the instances where overstacking is unavoidable - at least one unit should be dug in, so as to provide you some cover on the defense.

There are instances where you can probably get some over runs, but you will need to use your heaviest tank units.

It's not generally advisable to breakdown your recon companies...that mainly helps the Axis get overruns on them to reduce the amount of territory you have.

You are losing formation integrity in several instances - at hex (32, 15)1/357th is stacked with elements of 358th RCT, when the rest of 357 is at (27,20). Using a bn. from 357 to attack with units of 358 will generate cooperation penalties.