View Full Version : MarcA vs HPS
Hi all
I have just arrived on the axis team as a replacement. I have picked up a game against PDF. As he has only submitted his first turn so I am effectively starting a new game.
I will say I am an utter newbie at TOAWIII, though I have played several operational level games. I hope you guys aren’t all suffering from advice overload as I think I will need plenty of it.
I have attached my first turn (no moves made yet) and some jpegs outlining my grand strategy. To summarise things as I see them
Left Flank: Much as expected. Things went well for the allies with the troops from Utah linking up with the airborne. They effectively own everything between the Merderet, Bouve and Taute rivers and are ready to push on Caraten and NW towards Cherborg.
Center: The defenses at Omaha hold well but everything has been smashed at Gold and Juno, the Canadians in particular are unopposed. Defences are almost non-existent.
Right Flank: Things go well. The British from Sword have formed a good bridgehead but the units in front of them are defending in good order. The paratroopers took Pegasus but they are opposed. We hopefully will be able to push them off Pegasus and destroy all the bridges across the Orne up to Caen, isolating the entire formation.
Please feel free to dive in at anytime with advice or your own interpretations
As a general note on strategy, the majority of allied VP’s can be gained in the central area, with two allied VP hexes (St Lo and Torigni) and two axis VP hexes (Carentan and Foret de Cerisy) in these areas. The left flank holds only an allied VP hex, Cherbourg, and the right flank holds one of each (Pegasus and Bourguebus Ridge.) Hence, the main aim of my strategy is to hold the centre, even if this means giving up Cherbourg. (In reality the loss of Cherborg would have been terrible but in the game it is one of the least costly options.)
The aim of the campaign will be to stall the allies , we only need to hold them up for 13 turns, without taking crippling losses of course. So the strategy proposed if based on defence in depth, with orderly fighting retreats. Or at least that’s the theory.
Recon units will be moved to advantageous peaks to provide spotting of enemy units. There is a peak S of the Foret de Cerisy and one E of Portbail.
Left Flank: These attached maps are intended to show grand strategy which is why the scale is so large. First some notes on the symbols used on the strategy maps
Green Blob – Allied VP Hex
Blue blob – Allied bonus supply hex
Pink Blob – Location of significant reinforcements
Yellow Line – Allies loose Mdm Bomber squadron if they cross these lines
Orange Lines – Suggested lines of defense
Carentan - This is a double bonus for the allies, it gives them a good boost in supplies and denies the axis 30 VP’s. The intention is to use the units in Carentan to defend along the river to deny the airbourne. Hopefully providing enough time for reinforcements to arrive probably fromt he Portbail area. At the very least, with defence in depth throughout the city and surrounding bocage we should hopefully hold them up for most of the game, even if we can’t keep Carentan itself. If they support the attack from the centre, then Caranten will almost certainly fall quickly.
Cherborg: We have enough forces to slow any assault on Cherborg, though it maybe necessary to move some from the Portbail area to the centre theatre. I will try to tempt a US unit into the vicinity of Portbail ASAP by using an arty unit as bait. If he crosses the yellow line he looses a mdm bomber formation. Failing that, we can try to funnel him through Valognes which will have the same effect.
There are two obvious readily defensible lines between Utah and Cherborg. Where possible current engaged units will fall back and dig in on the first, those that can’t will try to buy time for the first line of defence to form. The second line is to be the main defensive line with defence in depth, if sufficient units available. We may even be able to rustle up a reserve
================================================== ==========
Centre: This is to be the most important battle and at the moment contains our weakest forces. Beyond the initials units engaged there are few other units available to form a defensive line. Those engaged units around Gold and Juno are in a very poor state.
Around Omaha the main aim is to hold the line by fighting a retreat through the bocage while the second defensive line behind the river forms. If the defence holds well we may attract units from sword, which is good, because if they are fighting at Omaha they aren’t pushing on St Lo.
As for Gold and Juno. Hopefully the action around Pegasus may distract the Canadians but it is unlikely. They may even try to flank the Pegasus defenders and take Caen, which is also acceptable. The worst case would be a direct strike into the centre to take the four VP hexes there. Significant reinforcements, primarily in the form of the 12th SS Pz division will arrive from turn 2 SW of Caen. This will form the bulk of the central defenders and should be able to manoeuvre into position along the second line of defence without having the daylights bombed out of them by allied airpower. While this is happening the defenders at Juno and Gold will be desperately trying to hold up the attackers which is what is indicated by the dashed orange line.
Right Flank: Strong attempts will be made to push out the allied glider unit occupying Pegasus so that engineers can attempt to blow the bridges across the Orne, all the way to Caen. This should effectively isolate the British airbourne units. Units in position will attempt to pin down the paratroopers until the arrival of reinforcements in the hexes indicated East of the British paras. these reinforcements will then be used to destroy the paras. This should hopefully go a long way to offsetting allied VP’s gained through axis losses. The troops on the west bank of the Orne will hold up the British off Sword and try to persuade the British that rescuing paras and taking Caen are good objectives, where in reality are they are somewhat fruitless. The extensive reinforcements in this area should make this they most costly theatre for the British.
If the Canadians intervene, Caen and Pegasus will probably fall, but this is acceptable as they will not be operating in the centre theatre
This concludes the summary of my initial strategy. I have no doubt I will have to come up with another one after turn two but such is war.
I would appreciate peoples thoughts on this as well as any general advice.
Bravo! Bravo! I wish GS or I had done something like the jpgs you just posted. these will be invaluable for the other newbies. :)
Strong attempts will be made to push out the allied glider unit occupying Pegasus so that engineers can attempt to blow the bridges across the Orne, all the way to Caen.
A note, you don't need to use your engineers to blow any bridges, any unit will do.
General thoughts. I like it. Good plan. I'm sure GS will have soem deeper, more constructive thoughts when he gets on. :laugh:
EDIT: Another thought. you have, in your jpgs, the info se ton MP. a good idea would be to set it to combat stats, as this will give you, at a glance, the rough strength of your units. Also, if you have the time, reading everythign else that has been said, especially that in 2 up, 1 back, Germans strategy and German Tactics threads, as there is a lot of good info from GS there.
Veers
I only arrived on forum a couple of days ago and I am desperately trying to catch up with posts, strategy guides and AAR's. I did catch the 2 up one back thread and it seems like sensible stuff when your lines are stretched. I hope to get another days grace reading such things before I have to start making my own mistakes.
Thanks
Marc
Don't kill yourself. <--- Now that's good advice. :laugh:
I'm sure your opponent will understand a couple day delay as you're just picking this up now. I'm just trying to say that it is a good idea to read those, not that we're going to spank you if you don't. :laugh:
Good luck, and if you have any questions don't be afraid to put 'em up here.
Bravo! Bravo! I wish GS or I had done something like the jpgs you just posted. these will be invaluable for the other newbies
Have to agree with Veers, and to add it's always good to make a plan before the battle starts. What you outlined looks fine and well thought, i hope you are flexible enough (hm..i'm almost sure you are) to change or adjust your plans according to the actual situation.
Significant reinforcements, primarily in the form of the 12th SS Pz division will arrive from turn 2 SW of Caen. This will form the bulk of the central defenders and should be able to manoeuvre into position along the second line of defence without having the daylights bombed out of them by allied airpower.
Let's not forget the Panzer Lehr in the centre and the Fallschirmjägers at St.Lo, these forces have also a valuable combat strength and arrive in the right places for your plan. To avoid (won't be possible...) or at least to minimize interdiction effects read the information GS posted in our subforum, it's valuable advice.
Bravo! :clap: Another plus: You're using my terrain..:D
General Staff
31 Jul 06, 20:45
Sounds good. One thing I always do when planning is put myself in the other seat. What would the Allies do? It can help you tremendously doing this. Also stalk Allied recce units with your own plus their supply units will give a hint on their approach corridors.
I looked this turn over briefly. I'd try and retake and blow bridges over the Taute and at Pegasus (from Benouville). I think the Merderet is gone but you can still blow bridges east of St Saveur and at Carentan.
Otherwise not a great Allied T1. Follow the pointers on threads and other games here and I believe you have a good shot at a draw or win.
Let's not forget the Panzer Lehr in the centre and the Fallschirmjägers at St.Lo, these forces have also a valuable combat strength and arrive in the right places for your plan. To avoid (won't be possible...) or at least to minimize interdiction effects read the information GS posted in our subforum, it's valuable advice.
Bravo! :clap: Another plus: You're using my terrain..:D
Thanks Telumar, I didn't plot all the reinforcement locations just looked for common gorund int he first 4 turns. Those guys will come in useful. This game really needs some interaction in the reinforcement screen so you can click ont he unit and be taken to the map location they will arrive in.
Hi Guys
got my first move in. All initial objectives achieved, Taute bridge retaken and blown, Pegasus retaken and blown. Initial lines of defence formed, mostly. Even managed to sink a battle ship + assorted cruisers.
Interdiction was light, except for the last round. I got 5 rounds of battle out of it, the last three just using the coastal artillery to sink his ships
What do you guys think, have I made any glaring errors
Marc
P.s. I am away on business for a week so second move will be sometime.
Hi everyone
myself and my opponent Pascal have been away for the last three weeks so we have only just managed to make it to turn two. I have prepared some more maps of the current situation as well as included the game file for T2.
First a general QUESTION, the Sturm batallion is special forces. What benefits does this give the unit? I know they get an easy withdrawl from combat but what else can they do?
One point to note: Interdiction was 4% on turn 1 but has now increased to 10% so I expect things to be much worse on the roads this turn.
Things went much as expected. On the left flank (Cherbourg) the bridges to the Caranten were blown. His advance North was more than expected but the first line of defense was created, lines of defense being indicated in pink, so with expected reinforcements we should hold him.
QUESTION: On the Cherbourg map I have highlighted an engineer unit in red, obviously brought up to mend the bridge. Does the unit need to be on the damaged bridge hex, i.e. does he need super ferry capacity or can he repair the bridge from an adjacent hex.
In the centre things went reasonably well with most lines of defense being created. However, he did find a hole I couldn't cover in the centre, there just weren't enough troops available to cover it all. He also forced a small break through to the right of centre but nothing too serious. (Break throughs shown in Yellow)
QUESTION: He can now put through enough armour and start undermining my lines of defense. Do people think I should (a) flex my current line to try to keep the territory I have and surround the bulge forming, (b) counter attack and force them back through the line or (c) fall the whole line back to keep it coherent giving ground for time. Or something else entirely. My personal preference would be (a) but I may not have enough troops to do this and deal with the problems at Pegasus.
Onto Pegasus. A surprise here, Pegasus itself was blown but the British Para's attacked and took the bridge to the South. There is no link up yet with the forces from Juno and Sword but if they are not dealt with fast this will probably occur in one or two turns.
QUESTION: I have highlighted a couple of isolated units in red. Should I attack and destroy these or should I try to reserve my strength and deploy a stronger overall defense. I am tempted to destroy the isolated armoured unit at Caen but those attackers could be deployed against the British Para's.
QUESTION: The 2nd SS, just arrived SW of Caen was initially designated to form the secondary lines of defense in the centre. However they could be deployed against the British Paras. I will get more reinforcement in this area in T3 which would be better deployed against the Paras. What does anyone think?
Any thoughts are appreciated.
General Staff
28 Aug 06, 18:25
First a general QUESTION, the Sturm batallion is special forces. What benefits does this give the unit? I know they get an easy withdrawl from combat but what else can they do?
QUESTION: On the Cherbourg map I have highlighted an engineer unit in red, obviously brought up to mend the bridge. Does the unit need to be on the damaged bridge hex, i.e. does he need super ferry capacity or can he repair the bridge from an adjacent hex.
QUESTION: He can now put through enough armour and start undermining my lines of defense. Do people think I should (a) flex my current line to try to keep the territory I have and surround the bulge forming, (b) counter attack and force them back through the line or (c) fall the whole line back to keep it coherent giving ground for time. Or something else entirely. My personal preference would be (a) but I may not have enough troops to do this and deal with the problems at Pegasus.
QUESTION: I have highlighted a couple of isolated units in red. Should I attack and destroy these or should I try to reserve my strength and deploy a stronger overall defense. I am tempted to destroy the isolated armoured unit at Caen but those attackers could be deployed against the British Para's.
QUESTION: The 2nd SS, just arrived SW of Caen was initially designated to form the secondary lines of defense in the centre. However they could be deployed against the British Paras. I will get more reinforcement in this area in T3 which would be better deployed against the Paras. What does anyone think?
Any thoughts are appreciated.
1) Check Special Forces (search for) in the manual. Basically they get to move easily through enemy ZOCs.
2) Engineers need to be ON the bridge to fix it.
3) Give ground for time. But it's a fine line how much. Too much and you lose. Too little and he'll maybe break through. I'd check other games to get an idea what works/doesn't.
4) Depends how strong the unit is/how well dug in. You don't have a lot of strength to lose, especially early on. I’d try and surround and destroy Paras on/east of the Orne and the armor unit NW of Caen. I’d break down the 1 & 2/22 Pz units to help do this.
5) I think 2SS is best used centre, near Bayeux. Maybe some near Caen to help contain here if they can be spared.
Hope this helps some.
Heldenkaiser
29 Aug 06, 07:31
QUESTION: He can now put through enough armour and start undermining my lines of defense. Do people think I should (a) flex my current line to try to keep the territory I have and surround the bulge forming, (b) counter attack and force them back through the line or (c) fall the whole line back to keep it coherent giving ground for time. Or something else entirely.
In my first game (as the Germans) I usually (a) made sure I had a stable second line not too far behind the penetration in the first place, (b) sealed off the penetration and tried to contain it. Especially when the penetrated frontline was well fortified, so that it would have been a pity to abandon it, and the penetration itself was narrow - especially only two hexes wide, so that the shoulders had a ZOC on the entire width, thus slowing down all units passing through quite considerably. But it needs the safeguard of a second line, otherwise just trying to contain is evidently suicidal.
Heldenkaiser
29 Aug 06, 07:43
I got 5 rounds of battle out of it, the last three just using the coastal artillery to sink his ships
I believe it was pointed out somewhere else (by G.S.?) that the possibility to use coastal artillery several times in a turn is an unintended feature that should better not be exploited. It may just be possible that your opponent complains ... :surprise:
I believe it was pointed out somewhere else (by G.S.?) that the possibility to use coastal artillery several times in a turn is an unintended feature that should better not be exploited. It may just be possible that your opponent complains ... :surprise:
Hmm, hadn't realised that. Why should this be? You wouldn't expect this restriction on normal artillary, or on his ships either. Why use coastal artillary just once per day?
Heldenkaiser
29 Aug 06, 12:14
No idea why this should be so. I just recall an endless debate, or several, on how firing your coastal guns would burn your entire turn, so it should only be done in the last round of combat. Only afterwards it came out that it doesn't actually burn it--but should. That's what I meant with "unintended feature". In other words, the way the game supposedly *should* work, you should fire your arty only on your last round of combats, or since it doesn't make any difference, only once per turn, but in any round. Everything clear? :D
No? :surprise:
Then I hope G.S. or Heinz will be able to explain it. :halo:
General Staff
29 Aug 06, 17:37
This is a 'feature' that only came up with changes incorporated in TOAWIII. Previously in older versions, it would certainly have ended your turn (shock effects perhaps excepted).
If you want to know the details giving rise to this, someone might want to post at Matrix to get a definitive answer. Since it gives us as Germans an advantage, I ain't going to quibble.
Heldenkaiser
30 Aug 06, 10:12
http://www.xtreme-gamer.com/forums/showthread.php?t=43325
Ok, we have made it to turn 3 after about a month of play. Pascals computer went on the blink, hence the latest delay. I suspect this game will over run the time alloacted for the traning forum but Pascal and I have agreed to play to the bitter end, come what may, or maybe just come May at the rate we are going.
Turn 3 saw some new developments
QUESTION: I have several opportunity to attack his HQ's, either via art or direct combat. If I damage or destroy a HQ can I force the whole formation into reorganisation.
Cherbourg: The route to Cherbourg remains firm. He is startign to slip a few units along the coast. I am yet to come to terms witht he fact the zones of control around my units aren't as hard as in other games. I will either try to isolate and destory these units on the coast or flex my lines to maintain defensive integrity.
One of his super ferry engineers is on the bridge near Caranten. If I can hit these hard enough I can force them back and hopefully into reorganisation. If this works his units on the Carenten side of the river will be isolated for at least a turn.
QUESTION: How many super ferry units does he get. Is it only two?
Centre: Generally the line holds firm but the hole west of Bayeux, which has been there since turn 1, still worries me. I don't know how much armour he has should through it so far. I will either try to fill it this turn with 2nd SS Pz units. I will need some forces in the area to deal with the units which made it through.
Caen: Pegasus is now in allied hands again. I doubt I will be able to retake it again. However, I should be able to destroy several Para units on the bridge north of Pegasus and destroy this. generally this sector is looking OK.
QUESTION: What are allied reinforcements like. Does he get lots of them throughout the game?
Advice, especially about the centre, would be appreciated
General Staff
09 Sep 06, 07:38
QUESTION 1: I have several opportunity to attack his HQ's, either via art or direct combat. If I damage or destroy a HQ can I force the whole formation into reorganisation.
QUESTION 2: How many super ferry units does he get. Is it only two?
QUESTION 3: What are allied reinforcements like. Does he get lots of them throughout the game?
Advice, especially about the centre, would be appreciated.
1) It can force the formation into reorg but it's never a good idea to count on this as a result- at best consider it a bonus. It's also subject to scenario design- a relatively late TOAW enhancement was to add command and support squads to HQs for C&C and supply benefits (you can read up on these in the manual). With these used in a scenario there's a much more direct link between damaging an HQ and impacting probability of reorg and degrading supply distribution. Unfortunately 2WIN was developed fairly early on and doesn't incorporate these features.
2) You can play a hotseat game and check out what super ferry capability the Allies have/get. I only remember it's significant enough to worry about.
3) As 2 and you can check reinforcement schedules and replacement rates. As a general rule it's considered perfectly acceptable to play a scenario hotseat before taking on a PBEM opponent to check these items and just to get an idea of what to expect, unless you specifically agree otherwise. Consider that a lot of players often play scenarios many times against the same or different opponents (sometimes in mirror games taking one side then the other), there are a number of scenario-specific articles out there (for one or the other or both sides) and that there are popular scenarios like 2WIN that get played more often than others. So if you DON'T play a hotseat game against yourself first you can be at a considerable disadvantage.
Centre. IMO 2WIN is a game where strategy and tactics don't necessarily coincide- this may be because 2WIN is a stripped down version of 4WIN where taking Caen and St Lo DO represent the strategic goals they really were vis-a-vis the Normandy campaign. But in 2WIN as Allies I make a main play for the Bayeux gap because it's more difficult than other areas for the Germans to reinforce and dig in, and also because once you're through you've a good few options AND can fairly easily turn the flanks of Omaha (negating much of their bocage advantage) and/or the CW beaches (negating the ridge line advantage). Then you also get to keep the Germans guessing as to whether you're going for St Lo/Torigni/Cerisy or Bourgebus Ridge (or all). In fact I don't understand why the Allies would do anything but use this as a/their major point of pressure. Conversely as Germans you really need to try and plug this gap and keep leaks to a minimum as long as possible.
Hope this helps some.
Thanks General
your comments follow my own thoughts on the centre problem. I will try to plug the gap somehow, though not sure exactly yet.
OK Turn 4. I don't know how many poeple are still listening out there, if we are dragging on to long for you guys let me know.
He informed with the last turn his current strategy is to grind me to dust. While I have no doubt he can do this I find this encouraging as, assuming he is telling the truth, killing Ost battallions while satisfying is not the objective.
QUESTION: I know equipment dictates abilities but are the relationships known. For example, I assume eng squads give minor ferry and ferrying units give major ferry. How does ferry percentage relate to number of each appropriate unit. Similarly, what equipment dictates special forces ability?
Cherbourg/Caranten: Things are turning here. He has just about ruptured my first line of defense towards Cherbourg. I intend to pull back to my second. Hopefully I can make it without too much trouble.
The units between the Mederet and Douve have held well but they have also been ruptured and, in addition, a path exists to there rear now. I doubt many of these can be saved.
He is back over at Caranten and from the replay seems to be using the whole 4th div + change. I doubt I can throw him back over. I will reinforce and try to hold.
QUESTION: My original plan was to defend the centre over Cherbourg, as it has more VP's. It is now time to choose whether to stick with this strategy . I would say yes, use what I have in the northern area, but new reinforcements to centre/Caranten and blocking the end run around the Douve
Centre: Things looking slightly better. The huge gap W of Bayeux has been plugged, just. The battle at Bayeux is vsicous and he will win it, I hope to get at least two more turns before I have to fall back further.
QUESTION: There are two allied units W of Bayeau, an Arm and an ARM CAV, behind my lines of defense. Are these likely to be suffering from low supply. problems?
Caen: The battle is fully developed here. The combat line is holding strongly. I may be able to destroy the last british Para's on the bridge N of Caen. As with the centre the battle line is looking strong.
QUESTION: Is there an advantage to him crossing the Dives R. I can blow the bridges but he has a super ferry unit in the area. If I did blow the bridges I would have trouble crossing to get to him if he did go that way. If I don't blow the bridges he can stream through willy nilly?
General Staff
18 Sep 06, 10:38
QUESTION: I know equipment dictates abilities but are the relationships known. For example, I assume eng squads give minor ferry and ferrying units give major ferry. How does ferry percentage relate to number of each appropriate unit. Similarly, what equipment dictates special forces ability?
QUESTION: There are two allied units W of Bayeau, an Arm and an ARM CAV, behind my lines of defense. Are these likely to be suffering from low supply problems?
QUESTION: Is there an advantage to him crossing the Dives R. I can blow the bridges but he has a super ferry unit in the area. If I did blow the bridges I would have trouble crossing to get to him if he did go that way. If I don't blow the bridges he can stream through willy nilly?
Q1- It's in the manual though 20% does allow IIRC one to walk on water.
Q2- Yes. But I woudn't worry too much about supply in this scenario. It's too short.
Q3- Yes. Huge. Willy Nilly isn't in it and any decent Allied Player should push out both flanks- here and at Cherbourg. As Germans watch out for this.
At Cherbourg hold if you can but it's a tough and long shot here.
Hi all, here is Turn 5
First, my acccount has just developed a cap on total size of attachments I can own. I have had to delete all previous attached turns and pictures to include the latest set, which is a shame. Maybe I could use image shack or similar to host them.
Cherbourg: His comments to me, on sending this turn, was that he was in full flow to Cherbourg. However, tis is a little optimistic as he doesn't realise there is a whole other line of defense to penetrate yet. realistically this wont stop him for ever, but it looks like he fell for the Cherbourg bate, i.e. take Cherbourg instead of the centre.
I have put a question mark on the map around the passable end of the Merderet. I don't really know what to do here. He could just swing around the Mederet and advance back into the centre, relatively unmolested. This is made worse by the fact that there sn't really anywhere to form a sensible defensive line he couldn't just walk around.
Carenten - made a boo-boo here. Thought the hex with the name in it was Carenten but it wasn't, it was the one next to it. Should be able to retake this trun and maybe rough him up a little. But I may start have to use reinforcements to protect the end of the Mederet things could start to get trickier here.
Centre: The pressure is forming at three significant points. May fall the whole line back to straighten it and move damaged units rewards putting fresh units up front. Hopefull this might gain me another 2 or 3 turns. I should even be able to block the gaping hole to the right.
He continues to push an enourmous amount of force through Bayeux. I might try a limited counter attack just to keep him of balance, with mot reinforcements heading this way.
Caen: Things here are relatively solid. He hit the forward units in Caen hard but failed to take the city outskirts. I will strike at his lesser protected units to reduce the depth of his froces in the area and try reform solid defensive line in fornt of the city.
Have you guys got any advice for me here
Mark,
As you and many of us have realized, we now have limits on how many attachements we can have up, but fear not, there is a way to have pictures in your posts, without using attachements, just refer to this thread.
http://www.xtreme-gamer.com/forums/s...ad.php?t=41457
Just been snowing in before going to bed..so just a short advice.
MarcA, he doesn't need to push over the passable part of the Merderet to get into your centre's back. Look at the pic! The southern end of the bridge is unguarded! Engineering units can enter (and thus repair) broken bridge hexes over super rivers without having major ferry capacity.
http://img247.imageshack.us/img247/1725/cherbourg5jr3.jpg
Just been snowing in before going to bed..so just a short advice.
MarcA, he doesn't need to push over the passable part of the Merderet to get into your centre's back. Look at the pic! The southern end of the bridge is unguarded! Engineering units can enter (and thus repair) broken bridge hexes over super rivers without having major ferry capacity.
Ahh newbie error. I was under the impression he needed super ferry to enter the super river hex. Then could repair the bridge. I wil have to put the guard back on it.
I find rivers strange in this game. Firstly why have them as hex features while the are quiet naturally boundaries. This just seems strange to me. Secondly, it is possible to repair a bridge unmolested and then attack off the bridge.
Heldenkaiser
06 Oct 06, 07:24
Secondly, it is possible to repair a bridge unmolested and then attack off the bridge.
I had similar thoughts. Destroying and rebuilding bridges is both strangely simple and quick in this game. You just need to occupy the hex, the enemy can be adjacent and is completely helpless, apparantely you don't even need to have full MP, there is not even a chance of failure, in an instant a bridge is destroyed - or rebuilt - and the tactical situation completely altered.
My opponent asked for an end to the game on turn 6. I have agreed to this. It is disappointing but there is no point making him sit through another 8 turns if his heart is not in it.
As it is I am have jumped in feet first and am PBEMing Brian Topps Barbarossa with a very experienced opponent. I fully expect to have my bottom kicked, but at least both of us are enjoying ourselves :) .
My opponent asked for an end to the game on turn 6. I have agreed to this. It is disappointing but there is no point making him sit through another 8 turns if his heart is not in it.
As it is I am have jumped in feet first and am PBEMing Brian Topps Barbarossa with a very experienced opponent. I fully expect to have my bottom kicked, but at least both of us are enjoying ourselves :) .
These things happen. Glad to see you are enjoying TOAW enough to start a longer scenario! :)
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