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Old May 6th, 2015, 06:28 AM

jivemi jivemi is offline
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Update: OK it's over. Final score 4104:599, with casualties of 283:713 and AFV/Bunker losses 1:25. It ended after 36 turns with a US Army rifle squad adjacent to the last enemy objective in the east (top of the map). Had it been taken it would've been a DV but that's the breaks. Alas, I didn't start plotting artillery until Turn 17 so it serves me right.

The initial plan was to penetrate inland, taking the south-central (middle-right) objective opposite Yellow Beach, then splitting west and east (bottom and top) hoping to take fortified defenders in flank or rear. While the first VH fell easily enough subsequent attempts to advance were stymied by careful placement of defenders and the aforementioned neglect of artillery.

What was most frustrating was the VH on 31,51 which is a couple hundred meters southeast (or upper-right) of the western (bottom) anti-tank clearing. There's no way to get tanks there without going through trenches or swamp. After waiting until turn 20 for a belated arty barrage the infantry STILL couldn't take it, getting badly chewed up as they staggered forward through the undergrowth. Fortunately a light tank managed to get through the muck a couple turns later, engaging pinned defenders successfully, but not before more infantry had been bled in desperate attempts to break through.

By that time the eastern (top) breakout had occurred. After a pillbox guarding the road had been taken out infantry came pouring through with armored backup. The curiously placed enemy HQ was discovered, put to flight, hunted down and finally destroyed. An anti-tank ambush further along the road was suppressed without serious loss and from then on it was largely a race through more open terrain off the road--which was blocked with more wire and obstacles--to the eastern (top) objectives. (Might've made faster progress if tanks impaled themselves on barbed wire, but there wasn't any guarantee that tank hunters or ATG's wouldn't be waiting for 'em.)

Meanwhile "down west" the ring of doom remorselessly closed in on the anti-tank clearing there. Reinforcements from Red Beach bided their time until accompanying light tanks, artillery bombardment, and LCVP fire from ashore had pinned or even annihilated defenders before moving forward. Surviving infantry and still-mobile tanks from the opposite direction methodically advanced into the trenches, blowing away stunned defenders with grim determination. (It was something of a novelty to discover multiple bunkers in the same hex, but they suffered the same fate regardless.) Unfortunately a light tank (56 points) was lost; together with the early loss of a showboating LVT 2 (35 down the drain) it was enough to deny a decisive win, in spite of failing to take the easternmost (top) objective.

A very well-balanced scenario, and the attention to historical accuracy is appreciated. While amphibious assaults into jungle, swamps, trenches, barbed wire, tank obstacles, etc. are not everybody's cup of tea it's very challenging, which makes finding ways to solve problems even more rewarding. A most worthwhile experience for anyone willing to be patient, plan ahead, and pay careful attention to detail (including in the scenario notes ).

Hope this provides sufficient feedback Don. A couple more saves are attached. Cheers and thanks for a great "first stab." May there be many more!
Attached Files
File Type: rar Makin T27.rar (125.3 KB, 202 views)
File Type: rar Makin T36.rar (117.4 KB, 215 views)
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