Starting Hatten CGII Wednesday 8/29/18

Gunner Scott

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Playing CG1 which is a bit like CG2, Alot of open ground for the Germans to cross, so use your pre reg to place a smoke barrage to cover your approach. Try to use your armor sparingly, the Americans are going to get a crapload of armor and if the American player knows his Shermans (the white square over the ROF halves all Bounding fire shots FRD) he will be knocking out those German tanks if left unescorted by infantry or basically left exposed with no support.
 

volgaG68

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...if the American player knows his Shermans (the white square over the ROF halves all Bounding fire shots FRD)...
Unless there is an SSR to the contrary, AFAIK, the white square over the ROF denotes only that it is eligible for Multiple Hits, and that if it engages in a Gun Duel the white square signifies it will halve the Gun Duel DRM calculation by half, FRD. I've never heard of it halving Bounding Fire shots, but I don't have Hatten in my mitts yet, so don't know if they devised a special SSR.
 

Gunner Scott

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During bounding fire a Sherman with a white square RoF can halve its BF drms, look up the Sherman vehicle notes.
 

Philippe D.

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During bounding fire a Sherman with a white square RoF can halve its BF drms, look up the Sherman vehicle notes.
I suppose you are referring to note R:

This AFV had a very fast and accurate turret traverse, and also a better-than-normal ROF for a MA of its caliber. Therefore, this AFV is allowed the possibility of Multiple Hits (C3.8) even through its MA is > 40mm. Moreover, in a Gun Duel (C2.2401) its total Firer-based TH DRM are halved (FRD) prior to adding any Acquisition DRM. (The final total of all DRM may not be < zero, and applies for Gun Duel calculations only.) These abilities are signified on the counter by the ROF # printed on a white background.
Apart from the Multiple Hits possibility, this only comes into effect for Gun Duels. It doesn't make hitting with Bounding Fire any easier - unless the AFV has a Gyrostabilizer.
 

klasmalmstrom

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Playing CG1 which is a bit like CG2, Alot of open ground for the Germans to cross, so use your pre reg to place a smoke barrage to cover your approach.
Not sure a Barrage is available without an SSR (since it is in Chapter E).
 

Andrew Rogers

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1. No barrage in Hatten ... but do consider smoke cover from your OBA to get onboard
2. No 'gyros' for Shermans in Hatten
3. As Chas Argent posted regarding the German tactics ... keep those Panthers alive and in overwatch for as long as possible .... (historically, there were two Sherman 'swarms' in the opening five days at Hatten)
 

Doug Kirk

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Where is the post from Chas on CG tactics? I am starting CG 1 in a couple weeks as German.
 

Andrew Rogers

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Where is the post from Chas on CG tactics? I am starting CG 1 in a couple weeks as German.
(Chas Argent's 15th August post on the Facebook page [it has been posted elsewhere]; ... it has some sound advice)

I'm no expert, having played the bigger (5-date) Hatten CG only once, but these tips should serve as a good departure point if you're interested in giving the CG a try:

As the German:
• Mind your Panthers. You'll only ever get four; five scenarios is a long time and they are more precious than gold. Never allow them to be flanked. Remember, it's '45; even a few German HS can provide an intimidating screen.
• Make a plan on how far you think you'll need to get by the end of the 3rd scenario and expect to be counterattacked thenceforward. There are some good German Guns and Assault Guns available for this. So think not only in terms of which VC hexes you wish to Dominate but how you'll defend them for the win.
• The Graveyard/RR station area must be dealt with carefully. Depending on how you craft your plans, it can be a real brick wall to the Americans, but it also consumes German resources, so find a balance there.

As the American:
• In the early going, one word: Hellcats!!!!!!! They are incredibly dangerous and the German will have to sniff them out ASAP. But of course, they are also incredibly vulnerable.
• Buy time with the 42nd Infantry dudes as much as possible. Much better troops will be forthcoming but if the Rainbow Boyz [42nd Infantry Division] can give the Germans a bloody nose it can really pay off in the long haul.
• American reinforcements typically have farther to go so consider how you can transport Personnel whenever possible. Accordingly, you must consider how to keep clear and safe paths.
For both sides, OBA is tough but not impossible to employ. However, make sure you factor in "time of day" LV hindrances when you make your bids if you want to improve the odds of OBA success. And where you choose to put your Offboard Observers is critical, depending on your day's goals.
 
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Gunner Scott

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yes Note R, So if your Sherman is cruising around and decides to go after a panther, obviously your opponent will have to declare a Gun Duel to avoid getting destroyed, the awesome thing about Note R is even without Gyro's that RoF printed on a white backround can will be 9 times out of 10 beat that panther in a gun duel. Basically the Panther has to declare a Gun Duel to avoid getting whacked by the Sherman.

I suppose you are referring to note R:



Apart from the Multiple Hits possibility, this only comes into effect for Gun Duels. It doesn't make hitting with Bounding Fire any easier - unless the AFV has a Gyrostabilizer.
 

klasmalmstrom

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yes Note R, So if your Sherman is cruising around and decides to go after a panther, obviously your opponent will have to declare a Gun Duel to avoid getting destroyed, the awesome thing about Note R is even without Gyro's that RoF printed on a white backround can will be 9 times out of 10 beat that panther in a gun duel. Basically the Panther has to declare a Gun Duel to avoid getting whacked by the Sherman.
If the Shermans are "crusing around" then the Panther can't declare a Gun Duel - only the ATTACKER (i.e., the Shermans) can do that vs a DFF attack by the Panther - with the excepion should a Sherman fire as the very first action of its MPh.
 

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My advice to the Germans would be to move fast. Capture your objectives before the Americans reinforcements arrive. After turn 4, you aren't going to make much progress. Use your OBA wisely, don't waste it on smoke. The PzIV, Stug, and Panthers all have good smoke dischargers.

Rob
 

hayesncsu

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My advice to the Germans would be to move fast. Capture your objectives before the Americans reinforcements arrive. After turn 4, you aren't going to make much progress. Use your OBA wisely, don't waste it on smoke. The PzIV, Stug, and Panthers all have good smoke dischargers.

Rob
I like the idea of smoke from the AFV and OBA for HE
 

rdw5150

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anyone play the 3 scenario version?

Thinking of playing the three scenario CG at ASLOK as we only have two days.

Peace

Roger
 
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