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zavatad
10 Aug 06, 14:19
Turn 4.

I almost managed to take Carentan... almost. My opponent is using tactical reserves a lot and I was able to create a situation where his units are piled up in a single hex in Caen. He suffered horrible losses there due to constant attacks and bombardments.

Regards,
Zavatad

Heinz57
10 Aug 06, 15:44
Your situation is looking quite good, too! Only minor notes for you -

Near Pegasus, 82, 37-38 - in situations like this, don't think that an opponent won't try to tie your units down by moving onto a river. Though he has other things to worry about, an engineer or two plus a recon could cause problems - avoided simply by having one half-way decent unit - a tired infantry battalion out of the front lines, in one of those two hexes. Not so much relevant to this scenario - but a point for future reference, choose routes your opponent doesn't anticipate; and look for the same that might be used against you. Same kind of situation over at Utah.

You are doing good at Carentan, just keep working flank attacks there.

52, 30 - not always good to bunk up your artillery like that - but to have it distributed - under given situation, it's okay - as you need to screen your flanks a bit in the Omaha area.

Overall - quite good! Good Job!

zavatad
12 Aug 06, 11:27
Turn 5.

Finally took Carentan. I punched quite a few holes here and there, that I couldn't take advantage of because my turn ended early (only 3 rounds this time, usually had about 5).

Regards,
Zavatad

zavatad
28 Aug 06, 08:46
This time only 2 combat rounds :(

I thought I the scenario would let me do at least 3. I don't know why the turn ended so early, first round consumed 30% and second was supposed to consume about 20%.

Regards,
Zavatad

Heinz57
29 Aug 06, 09:29
There's never a guarantee that a turn will last more than one round; odds are high that it will, but - a turn can end early as a consequence of a failed proficiency check...which happens every once in a while, depending upon scenario and side. I believe while the maximum 3 rounds per battle offsets some of the penalties for non-cooperating attacks, that a penalty could still apply for that, or as a natural consquence of attacking with a unit that has expended most of its movement.

Anyway, your situation is looking pretty good. Wherever possible, probe everywhere his units are not - hard to tell if this is what you are doing, but it doesn't look that way. If you are doing good in combat, you will be doing much better using maneuver and combat. Like the road 25, 14 - could have been a defender there and if your turn was spent attacking, that's fine, but if you have units that can move into his territory without compromising the attacks you want to make - movement is as much, sometimes a higher priority.

Getting only two rounds though - that can make it difficult for follow-up actions, so no worry - you are doing good and just need to keep pushing as you are.

Good Job!

Dicke Bertha
29 Aug 06, 13:26
This looks good, you don't need any advice generally. You're pushing thew Germans everywhere and will be able to commit wherever you want. Very nice 360 (well...) degrees of initiative...