View Full Version : The Other Side of the Hill - Heldenkaiser (Allies) vs. Hank2 (Axis)
Heldenkaiser
25 Aug 06, 07:36
Right. Since my game is nearly over (T 12/13) and John (Hank2) has two games that are really slow, the two of us have started a new game with me as the Allies. I will be posting my moves in this thread and suggest John starts a second one for his side, and we both don't read the other one's thread. Anyone who wants to follow this, please PM me for the password. :smoke:
Here is my T1 ... I was really, really surprised how much one can accomplish in a single opening move as the Allies if one sticks to it and tries to get the maximum number of combat rounds (I think I did 7 or 8, then ended the turn with 20% left because I had absolutely nothing left to do). I didn't manage to link all the beachheads together, but took and secured all the important bridges over the Merderet, the Douve and the Dives. With both sides safely in our hands, I think Pegasus is ours for the moment (but then of course those Panzers are lurking somewhere out there). The forces from Utah have linked up with all the airborne DZ's and eliminated all pockets of resistance in between.
It's comparatively easy for the Allies at the start because the resistance is just so feeble. Many combats are actually overruns. I am still not quite sure how much I need to break down units. Unlike on the defensive as the Germans, where it's vital to put as many counters between the Allies and their objectives as possible, on the offensive it doesn't seem quite so pressing to plaster the landscape with companies shoulder-to-shoulder, unless to really surround and take out something. So there are some areas where I was weak and had to break down my battalions for maximum ground coverage (the airborne landings, mostly) and others were I have advanced mostly with complete battalions. This will probably change as the beachheads expand and the frontlines lengthen.
In the next moves I will try to maintain the pace and advance quickly towards some key objectives before the counterattack can materialize. I am not too optimistic about my chances, seeing how the masses of troops that the Germans can throw into battle over time stopped my Allied opponent dead in my first game ... but then I have already taken a lot more real estate in my first move here than he did in our game back then. Maybe if I just keep pressing, I stand a chance.
I'll try to maybe make some pictures for those who don't want to open a game turn. :)
Heldenkaiser
25 Aug 06, 07:58
PS: One thing that I need to work on is not to run out of MP for digging in when using multiple combat rounds. There are quite a number of mobile units out there, hopefully where it doesn't matter much. I still haven't really figured out how many MPs are actually lost for units that don't participate in combats when a combat round is being resolved. Are they all simply reduced to the percentage of MP that equals the percentage of the turn left? Or do they lose proportionally from their remaining movement allowance? In other words, provided a unit with say 20 MP has spent 10 MP already, then is sitting motionless while combats are resolved, does it lose nothing at all before the turn is down to 50%, or does it lose 2 MP (10% from the original allowance) each combat round? :rolleyes:
The explanation for having twice the same percentage of the turn left is that the Allies have a 115% shock bonus on turn 1. This sometimes happens when a force has a positive shock effect. The higher this shock is, the more probable.
In other words, provided a unit with say 20 MP has spent 10 MP already, then is sitting motionless while combats are resolved, does it lose nothing at all before the turn is down to 50%, or does it lose 2 MP (10% from the original allowance) each combat round?
It loses nothing at all until the turn is down to 50%. Then it loses 2MPs each combat round.
Heldenkaiser
25 Aug 06, 08:10
Thanks, Stefan. :)
I don't know if you need to break down units at all, Larry didn't do it until now, too. Further there is no use for it in the allies' case in this scenario unless you need to complete an encirclement.
If you run out of units in a certain area because you put a good amount through a gap into your opponent's rear and need to strengthen the flanks of your breakthrough, building combined arms stacks with complete battalions plus a broken down TD or AA/AT unit could be helpful. (one Bn.+a third of a TD or AA/AT).
For AA units look in the detailed unit report at the unit's equipment if the guns are suited for AT purposes. Usually it's the higher the calibre, the better, but take a look at the equipment stats to be sure.
Heldenkaiser
25 Aug 06, 14:59
I tried to make them as small as possible ... :shy:
General Staff
25 Aug 06, 18:58
It's comparatively easy for the Allies at the start because the resistance is just so feeble. Many combats are actually overruns. I am still not quite sure how much I need to break down units. Unlike on the defensive as the Germans, where it's vital to put as many counters between the Allies and their objectives as possible, on the offensive it doesn't seem quite so pressing to plaster the landscape with companies shoulder-to-shoulder, unless to really surround and take out something. So there are some areas where I was weak and had to break down my battalions for maximum ground coverage (the airborne landings, mostly) and others were I have advanced mostly with complete battalions. This will probably change as the beachheads expand and the frontlines lengthen.
I generally keep units whole and try for overruns first. Make sure your arty and air are on TR (in range) and CS respectively to help try. Then if that doesn't work I still break units down for attacks, because it's a %age game in terms of supply usage and losses. 10% of 100 is 10, 10% of 10 is 1.
Supply expenditure works similarly and I'll sometimes recombine units when combat is over to get the supply 'average' back up. Or rotate them in and out of attacks. Losses count to victory totals so the less you have the better off you are, aside from their use in combat.
I just sent Heldenkaiser my reply to move 1.
I'm not sure if I should be here but I sent the move before I checked in here to see if there were any new info. I may not need to be here ... oh my! ... sorry
I'm sure you will see some more stuff on this battle soon since he now has my reply to his INVASION !!!! ... and what a mess I'm in ...
RUN MEN!!! RUN LIKE HELL!!!
later
Hank
Heldenkaiser
26 Aug 06, 14:17
I'm not sure if I should be here ...
I'd say NO. :surprise:
Unless you want to do without the fun of having to guess what I am up to. :D
Okedokey!
See you in the bocage.
Later
Hank
oops ... I just realized you may not know what "okeydokey" means. Its an old mid-american farmer saying meaning: OK, yes, offirmative, I understand, and maybe some other stuff i don't know about.
Heldenkaiser
26 Aug 06, 14:30
oops ... I just realized you may not know what "okeydokey" means.
I do. Been around these clubs and boards long enough. :smoke:
See you in the hedgerows. :cool:
General Staff
26 Aug 06, 18:30
See you in the hedgerows. :cool:
As Allies I'd hurry to get out of there. I just took a peek at Allied casualties in my game versus Elmer- over 600 tanks destroyed, including 271 out of 836 Sherman M4/75s deployed in total.
Heldenkaiser
27 Aug 06, 15:00
Here comes T2 ... the bridgeheads have linked up, except of course Utah with Omaha (does it ever?), we have taken Bayeux, and three AC battalions are in the enemy rear in the centre. :smoke:
Heldenkaiser
27 Aug 06, 17:33
--There may be corrupted events in this scenario : Two Weeks in Normandy 1944 - T3NPW
Elmer tried to fix them up
WITHDRAW_UNIT_EFFECT
Please open this scenario in the editor and check them.
**Problem with unit in event(14)
**Full Unit Name was : Allied Army 29 Inf Div, 2 Ranger Bn--There may be corrupted events in this scenario : Two Weeks in Normandy 1944 - T3NPW
Elmer tried to fix them up
WITHDRAW_UNIT_EFFECT
Please open this scenario in the editor and check them.
**Problem with unit in event(15)
**Full Unit Name was : Allied Army 29 Inf Div, 5 Ranger Bn
Any idea what this means? Thanks. :rolleyes:
There are certain errors with this event in conversions from ACoW. It has not to be necessarily messing up the entire scenario, though this has happened in other scenarios. Look over at Matrix where this issue has also been dealed with.
AFAIK the mentioned units will be withdrawn from the map on turn 3(?), also see the scenario briefing. If the ranger Bns are not withdrawn due to the corrupted events i would move them out of the frontline towards the beaches for the rest of the game for honour reasons.
Heldenkaiser
28 Aug 06, 06:03
Yes, I will withdraw them if they don't disappear.
Heldenkaiser
01 Sep 06, 14:38
Utah is expanding slowly, Omaha is stuck in the hedgerows (but we have some hope to achieve something in direction of Isigny). However, the British-Canadian beachhead is looking good. Last turn's AC penetration towards Bayeux has been expanded and consolidated, some Canadian armour has slipped behind enemy lines just outside Caen, and British AC's are over the Dives twice and so in the enemy rear at Toarn. I also tried to bomb some bridges to cut RR supply, but it seems I failed miserably. And I managed only 2 or 3 rounds of combat. Nevertheless, the results of those combats that we had were quite satisfactory, and so is the overall situation. :smoke:
Anyone care to comment on the balance of this thing? Just curious. :shy:
General Staff
01 Sep 06, 15:38
Anyone care to comment on the balance of this thing? Just curious. :shy:
Let me be the first to congratulate you on an anticipated Allied OV.;)
It's not so much what you are doing- though that's excellent- as to what the Germans aren't. I don't see a lot of evidence of Combined Arms, particularly on somewhere as vital as Periers Ridge for example.
Heldenkaiser
01 Sep 06, 17:34
... for your kind words. :shy:
However, I meant the balance of the scenario. I found it not really hard as the Germans after a while ... so easy to just put masses and masses of tiny companies between the Allies and their objectives just to slow them down. 12 turns is not much, afterall. Is this usually won by the Germans? :rolleyes:
... for your kind words. :shy:
However, I meant the balance of the scenario. I found it not really hard as the Germans after a while ... so easy to just put masses and masses of tiny companies between the Allies and their objectives just to slow them down. 12 turns is not much, afterall. Is this usually won by the Germans? :rolleyes:
Take a look here (http://www.strategyzoneonline.com/forums/wfhq-ld-ladder-games.php?ladder=The+Operational+Art+of+War&scenario=1693).
From the scenario summary report of the ladder. I can imagine that many players didn't use the split-up tactics GS proposed in the workshop; i think many are or have been (including me) a bit suspicious about that tactic. However it also can be won as the germans without extensively splittting up units, provided you have a timid opponent.
Btw, there is also an extended version called "Four weeks in Normandy" which lasts 28 turns. I could find just a TOAW1 version at Rugged Defence, but i have an ACOW version on my harddisk, if you're interested i could convert it to toaw3 for you.
General Staff
02 Sep 06, 07:02
However, I meant the balance of the scenario. I found it not really hard as the Germans after a while ... so easy to just put masses and masses of tiny companies between the Allies and their objectives just to slow them down. 12 turns is not much, afterall. Is this usually won by the Germans? :rolleyes:
I had an idea myself before checking Telumar's link, having played both sides- that it's easier to win as Allies by a margin and the stats would seem to suggest this (c10% margin).
General Staff
02 Sep 06, 07:04
I also tried to bomb some bridges to cut RR supply, but it seems I failed miserably.
Suggestion- set weather on before assigning targets. If it's overcast in the target hex, maybe switch targets to a clear hex.
Heldenkaiser
02 Sep 06, 08:09
Suggestion- set weather on before assigning targets. If it's overcast in the target hex, maybe switch targets to a clear hex.
Very good, thanks. So many things one should think of. :rolleyes:
General Staff
02 Sep 06, 11:10
Very good, thanks. So many things one should think of. :rolleyes:Just like the real deal...
Heldenkaiser
02 Sep 06, 12:36
Btw, there is also an extended version called "Four weeks in Normandy" which lasts 28 turns. I could find just a TOAW1 version at Rugged Defence, but i have an ACOW version on my harddisk, if you're interested i could convert it to toaw3 for you.
That would be nice, thank you. :)
Heldenkaiser
02 Sep 06, 12:37
Just like the real deal...
That's true! Only in real life there are no sudden turn ends ... :nervous:
But all other sort of nasty stuff I suppose.
Nevertheless, checking the weather really makes all the difference. Thanks! :smoke:
Heldenkaiser
02 Sep 06, 13:48
Here comes my T4. The really, really bad news is, I keep getting hit by early turn ends, for no apparent reason - it goes 60%, then turn end, after a mere two rounds of combat. Last time it really caught me with my pants down, with the airforce on combat support instead of interdiction, arty and HQs in tactical and a lot of my guys not dug in; this time I prepared for it, but it's still depressing, preventing me as it does from exploiting my combat successes. Just see for instance how Bayeux and a crucial hex close to Carentan became vacated during my second combat round, and how easy it would have been to occupy these places, had my turn not ended after the 60% combats. :angry:
And the funny thing is, for the life of me I can't figure out the reason. I am using exclusively LA/ML, I am going to great pains to check the movement allowances of all units that attack and to make sure they don't have used up any more time than they should to participate in this round's combats, and now it appears that in this game I could just the same use IL all the time and just throw everything in for all the difference it seems to make. Very depressing. :OHNO:
For that reason, we are making headway very slowly. Some nice new penetrations, most notably on the Douve west of Carentan, but they didn't get far, for reasons mentioned. :nervous:
(And YES, I have grasped the combat rounds system. I managed 9 rounds of combats on my first turn here. I usually do 5-7 in my Tannenberg game. This is a complete mystery to me. :surprise:)
Heldenkaiser
02 Sep 06, 14:53
... is it the bridges? Bombing bridges is really the *only* thing I've been doing differently this last couple of turns. :rolleyes:
General Staff
02 Sep 06, 16:48
If you're bombing at IL setting, it will hit the bridges 3 times (at best) using 3 rounds.
Heldenkaiser
02 Sep 06, 17:37
If you're bombing at IL setting, it will hit the bridges 3 times (at best) using 3 rounds.
I thought so, that's why I put all the bombers on ML first. :rolleyes:
Anyway, even three rounds twice would be six, not ten.
Here is the converted scenario, it should work - and no error messages regarding events. Note, that in this version Cherbourg has no supply point and that the bridge over the Taute river at 38/27 is missing. PO is programmed for both sides, but i don't know if it will set up a decent fight. One thing you might wish to change is the allied force proficiency - it's at 45% (!).
Regarding your early turn end's, allied force proficiency in Two Weeks in Normandy is set to 60%. That means that after each combat round there is a 40% chance of a turn end if i am correct.
Did you have any "Allied forces continue attack" messages in a combat report? Sometimes attacking with own recon can also lead to a turn-burning attack.
Heldenkaiser
03 Sep 06, 04:42
Regarding your early turn end's, allied force proficiency in Two Weeks in Normandy is set to 60%. That means that after each combat round there is a 40% chance of a turn end if i am correct.
Did you have any "Allied forces continue attack" messages in a combat report? Sometimes attacking with own recon can also lead to a turn-burning attack.
Yes, I did have such messages. How can they happen, with LA/ML? I thought this should ensure that attacks end after a single round. Also, I thought there was a 3 rounds cap on individual combats in this scenario, or was a I dreaming? Because in any case, 2 rounds of combats à 3 rounds would make 60% of the turn, not 100%. - And I got only 2 rounds.
Also, G.S. said that if my forces end up with zero MP in the end of turn SAL file, it means it was not a failed proficiency check that hit me, but all my MP were burnt by combat rounds. :rolleyes:
Finally, how come I managed 9-11 rounds on T1 and T2 and only 2 rounds on T3 and T4? Doesn't look much like sheer coincidence to me. :OHNO:
I could be wrong, but if two units in combat can´t inflict enough damage upon each other the battle can go on and on. Also units with high proficiency (90+) are more likely to continue combat, especially recon.
In the first round the allies have a positive shock, so there should be no problem with round-burning.
Heldenkaiser
04 Sep 06, 06:50
I could be wrong, but if two units in combat can´t inflict enough damage upon each other the battle can go on and on. Also units with high proficiency (90+) are more likely to continue combat, especially recon.
This is true even with exclusively LA/ML? A combat can last forever anyway? :surprise:
General Staff
04 Sep 06, 12:54
This is true even with exclusively LA/ML? A combat can last forever anyway? :surprise:
The new MRPB rating (3 in 2WIN I believe) should limit length of any combat- in 2 WIN's case to 3 rounds, no matter what type of attack.
In the (good old) days armoured car units in particular could hammer away at each other for 10 rounds without a bother (or even a punctured tyre). For those who remember Tobruk 41 that is. The MRPB rating was supposed to fix this.
I'd just keep saving pre-round files until you can duplicate and document this issue (if you can), then forward to the boffins at Matrix.
Heldenkaiser
04 Sep 06, 13:09
The new MRPB rating (3 in 2WIN I believe) should limit length of any combat- in 2 WIN's case to 3 rounds, no matter what type of attack.
That's what I thought ... and that's why I can't make sense of getting only two rounds.
But documenting this ... how could I do that? :rolleyes:
And besides, if a newbie like me would claim this is an issue, who would believe me, rather than thinking that I just haven't mastered the concept of combat rounds yet? Which maybe I haven't, come to think about it ... or else, wouldn't this happen to everybody else, too? :nervous:
Okay, maybe i got it.. Are you using the scenario version that came with the game or the one that was edited by Jamiam for the workshop? Only in the latter one the MRPB is set to 3.
Could it be this?
And besides, if a newbie like me would claim this is an issue, who would believe me, rather than thinking that I just haven't mastered the concept of combat rounds yet? Which maybe I haven't, come to think about it ... or else, wouldn't this happen to everybody else, too?
You're backed by GS, ultra-hardcore 1st day veteran. Isn't it like this, GS?
EDIT:
How can you document this? Save files, screenshots and toawlog. Taowlog is a command line switch. From the help file:
To insert a command line parameter into a shortcut used to launch TOAW you will need to right click on the shortcut (details vary slightly depending upon which version of Windows you are using and how you have your shortcuts set up) and select “properties”. In the “target” field, enter a space after “exe”, followed by the command line switch you wish to use. Separate multiple switches by a space. If the target field appears within quotes, place your command line switch inside the quotes.
[...]
toawlog – Turns on the general game logging feature. This will generate a toaw_log.txt file in your game directory. The log file is a detailed record of many game management functions, including loading and unloading of resources and combat resolution.
Heldenkaiser
04 Sep 06, 16:52
I am using the download for the workshop (... T3N, v. 2.32). Besides, it's still LA/ML which shouldn't burn rounds like this under any circumstances, no? :surprise:
And I think G.S. still needs being convinced himself that I am not doing something dreadfully wrong. So am I, for that matter ... :nervous:
Guess it's back to square one for me. :OHNO:
Thanks for the tip, I'll use the command line switch for a while. Maybe I can learn something that I don't know yet.
Heldenkaiser
14 Sep 06, 14:30
Things are getting a little better ... I managed 80%, 50%, then turn end (when I had somewhat counted on 20%, but I was prepared), so three rounds of combat. I also watched the results closely and now know that it was indeed (as Stefan suggested earlier) "Allied continue the attack" that made my LA/ML rounds use 30% of the turn each - I got it twice at least in one combat each time.
-> Q: What makes this happen? Anything I can do, or do I take it that I don't have any control over it?
(I took care not to attack, nor attack with, scout cars.)
Anyway, we made some progress. All bridgeheads are expanding. At UTAH we have taken Carentan and are just short of taking St.-Saveur as well. At OMAHA there are two penetrations almost all the way through the bocage that may reach the open country next turn. The BRITS didn't make much progress, but keep pushing heavily. But this is all moving way too slowly for my liking ... :rolleyes:
Heldenkaiser
17 Sep 06, 09:31
Regarding my question on "continue the attack", I mean. I'd be grateful, as it would help me track down the reasons for my early turn ends. Thanks! :)
Hi, this is from another thread and could help to explain the "continue attack" issue.
In your planned attacks, does the defender ends up retrieving everytime at the end of the battle? If not, you might be attacking an hex whose defenders just don't want to leave, but they do not have the capability of causing you enough casualties for your units to stop attacking. And the battle goes on and on until it burns up all your turn.
Look here (http://www.xtreme-gamer.com/forums/showpost.php?p=583791&postcount=2).
Maybe you have already read this..
Also remember that attacking enemy recon can burn up combat rounds like there is no tomorow, especially if the enemy unit is dug in. From my experience the chances to get a "continue attack" increases with the enemy entrenchment level (D, E, F), which also accords to the post quoted above.
Heldenkaiser
04 Oct 06, 14:35
Back from vacation (thanks to John for waiting) and here is my T6. The bridgeheads are constantly expanding, but no notable breakthroughs have occurred lately, except on the extreme right flank of Utah, where the enemy has suddenly disappeared from our front and we penetrated as much as time permitted without regaining contact. Very odd. :surprise:
I noticed that I had a very good turn in that all combat losses were very asymmetric in our favour, more often than not one-digit for us, two-digit for the Germans. Deviating from my earlier practice, I have started to use attack/limit losses in my last round of combats, first to save on MP in the next turn by advancing at least one hex in this round, and also to make sure any hexes vacated by the enemy are actually taken by us before turn end. :)
Oh, I nearly forgot ... Utah and Omaha have linked up. :smoke:
Heldenkaiser
09 Oct 06, 14:10
How many people are still here, actually? Seems a rather quiet place lately. :rolleyes:
The penetration towards Cherbourg is expanding and still finding no opposition. My best guess is that John has withdrawn everyone right into the city ... we'll find out next turn. :cool:
Otherwise we are simply pressing the Germans very hard, mostly with attack/limit losses now. We simply don't have the time to wait for them to melt away, we need to keep them running. The results are very satisfactory, losses in almost every combat heavily in our favour. I goofed in two places, though, where due to sloppy unit placement on my part retreating enemy units ended up next to my HQ/arty stacks (south of Carentan and NW of Montebourg). Let's just hope they go into reorg in the enemy turn. :rolleyes:
If we can keep up this pace, Cherbourg, the Foret de Cerisy and Bourguebus Ridge should come within reach soon.
Heldenkaiser
16 Oct 06, 13:18
Don't know if there's much point in posting here any more ... the board seems rather dead. Still, maybe one last turn.
In the north, we have broken through completely and scout cars are in the outskirts of Cherbourg. So far we have spotted no defenses worth mentioning. Maybe the Germans have abandoned the town.
http://home.arcor.de/dierk_Walter/TOAW/TWIN2_North08.jpg
There are some interesting new penetrations in the centre. CCA/2nd Armored is on its way to St.-Lô. In the east, we have reached the map edge and are meeting little opposition. More importantly, 3RAC is in Caen.
http://home.arcor.de/dierk_Walter/TOAW/TWIN2_Centre08.jpg
http://home.arcor.de/dierk_Walter/TOAW/TWIN2_East08.jpg
Overall, losses continue to be heavily in our favour. And the map is getting rather narrow for the Germans. Now for some more time! :rolleyes:
Don't know if there's much point in posting here any more ... the board seems rather dead. Still, maybe one last turn.
Don't worry, some of us are still enjoying watching. WHat are your plans for those troops around Cherbourg, after you've taken the city?
Heldenkaiser
17 Oct 06, 14:25
WHat are your plans for those troops around Cherbourg, after you've taken the city?
Hm, it's only a few troops ... elements of the 4th and of the 101st. I think they can just secure the town and wait for scenario end. Maybe move southwest down the peninsula, grab some objectives ... 1-2 points each. :D
And you've really got him around Caen. With the 6th AB et al. you can take the city and, basically, outflank his entire defence line west of Caen. Combine a threat like that with the breakthrough by the Americans on the other side of the Canadians and it could cause him to withdraw that whole section of his line back to avoid being encircelled. :devious: Save ya having to fight for the Bretteville Ridge.
Heldenkaiser
26 Oct 06, 06:00
Time is running out, but we keep pushing. As far as I can say, both his flanks are gone: Cherbourg should be ours soon, and on the extreme right the way to Bourguebus Ridge seems nearly open. I still hope to get there. Caen has fallen, and we're pushing him heavily everywhere, except in the middle of the Contentin front, where there is nothing much that would be worth taking. Is St.-Lô possible? I cannot say. :surprise:
http://home.arcor.de/dierk_Walter/TOAW/TWIN2_North09.jpg
http://home.arcor.de/dierk_Walter/TOAW/TWIN2_Centre09.jpg
http://home.arcor.de/dierk_Walter/TOAW/TWIN2_East09.jpg
Heldenkaiser
28 Oct 06, 09:14
We passed from overwhelming to significant defeat. :cool:
We passed from overwhelming to significant defeat. :cool:
AHA! Victory is at hand!! :D
Heldenkaiser
07 Nov 06, 14:08
It is indeed. Turn 10 I suffered again an early turn end and was rather frustrated with the game. This turn (T11) however, we moved from significant defeat to draw within a single turn. Cherbourg has fallen, Caen is secured, and our flanking move on the extreme left has brought us within visual distance of Burguebus Ridge. What's more, German resistance is definitely crumbling. Maybe this can still end in an Allied victory. Wouldn't that be something? :smoke:
Here are two maps. I am leaving out the extreme North of the Cotentin - no Germans left there. :)
http://home.arcor.de/dierk_walter/TOAW/TWIN2_USA01.jpg
http://home.arcor.de/dierk_walter/TOAW/TWIN2_Brits11.jpg
Well, certainly Portball, on the far west side of the map, that 1VP hex north-west of Pont Hebert, and Bourguebus Ridge are withinstrikign distance...
Also, it looks like you may be able to control the Forest of Cisery at the end of the game, and, if memeory serves that VP addition is done at the end of the game, meaning it could push you to a victory.
It certainly looks liek you could pull off a victory here. Don't forget to post how it works out. :D
EDIT: Try to ensure that whatever you can get to a VP hex is strong, so that you can hold it against German counter-attacks next turn, eh?:laugh:
Heldenkaiser
08 Nov 06, 06:36
Thanks, Veers. :)
What you don't see on the map of course is that the German army is severely shaken. Many stacks are completely in the orange and red and sometimes even 3-4 company stacks can be overrun without a fight by nothing more than a foot battalion or an AC coy. In most places resistance is really feeble; it's more a race against time. And the casualty penalty ratio is 1:5 in our favour. :smoke:
Thanks, Veers. :)
What you don't see on the map of course is that the German army is severely shaken. Many stacks are completely in the orange and red and sometimes even 3-4 company stacks can be overrun without a fight by nothing more than a foot battalion or an AC coy. In most places resistance is really feeble; it's more a race against time. And the casualty penalty ratio is 1:5 in our favour. :smoke:
Well, then, heck, you haven't any excuse not to win. :laugh:
Heldenkaiser
14 Nov 06, 14:50
Indeed not, I think. This turn we moved from draw to significant victory. Seems there is not much punch left in the German forces. We have secured Bourguebus Ridge which, if I read the scenario description correctly, will only be scored upon scenario end; so maybe it is already an OV in the making. Several interesting new breakthroughs have occurred. The Foret de Cerisy has been taken and my armour is within 3 hexes from St.-Lô. We have also broken through twice SW of Caen. :)
http://home.arcor.de/dierk_walter/TOAW/TWIN2_USA12.jpg
http://home.arcor.de/dierk_walter/TOAW/TWIN2_Brits12.jpg
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