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Old January 12th, 2009, 11:59 AM
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Default Re: Them Germans were good

Sir Bob

Okay I will continue my observations on weapon effectivness & stuff just wondered if anyone was realy bothered. I will swap 3 onboard with whom I have had very little contact problems so far (but I do place them near each other) for an offboard & see if I can determine if contact improves with timeframe or experience.
First game I have used any amount of offboard so had not noticed contact till now will buy one even if no intent to use from now on.
Ha Para drops near water are never a good idea & I suspect also not that many soft spots for landing & a decent defence.
Risking a FOO with the drop would have made things a lot easier if you have to use a 0 unit check his arty rating first or you could be shooting yourself in the foot. Having said that it wouldnt as most arty has been wasted on those tanks.
A further note if want to use a 0 unit which I rarely do select your HQ & press 5, bingo there they are.
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Old January 12th, 2009, 02:00 PM
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Default Damn fool

1 PAW team strolled nonchalantly into a mine field, still alive but doubt I will be able to persuade him to take any further part, another lost a man to 155 bat the AI is not silly its figured out dont want it to see for a reason.
Strong points were easy just 4 bunkers & 2 tanks left now.
Forces are in some sort of order & heading for respective locations.
HMG is causing problems so 2 MkIIs heading that way & 80mtrs on far bank have under sights.
FJs hiding from sniper till a vehicle can get there, no update on the mortar but at least 1 squad expect more. AI has covered the route to the road, top dog. It cant have placed some mines that far back on it?
Tanks attacking H-39s next go needed time to get in position for flanks or it would be another wasted effort.
Smoking out distant Char may seem exesive but 4 out of 6 shots hit with silly odds suspect the gunner is of Irish decent (luck of the). But there are most likely other eyes on that hill & 2nd wave is landing including trucks.
Everybody thats coming will be over in 2 turns.
Decided any troop unit whos Icon shows damage is going to sit this out as will just give AI more targets & I will soon have 5 inf comp to play with.
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Old January 12th, 2009, 02:58 PM
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Default Now were cooking with gas

PAWs took out both tanks HEAT is not as effective but does the job, ATG that fired at first took a casualty.
Pioneers have hit 3 bunkers with varying results 1 each destroyed routed & damaged.
3 H-39s one destroyed one routed & third got a mech assault by infantry in a HT.
Threw 2 grenades then assaulted hopeing for a rout but got a kill, result.
Other situations static at present but troops landing are finding moving hard going as the ground is pretty churned up.
For a laugh sent 3 planes to see what hit chance they have on that sniper. Going to cancel 2 as I feel flight path might make them think my tanks are nice target, think ahead Mr P
An ammo truck is off it will be moving to cover behind some trees so Pioneers & PAWs will be looking for a ride to it.
The Bunkers were solid with mine cover good job changed the plan.
Arty fire is now sporadic I think because I have a decent front now so its trying to guess my next move. Probably hit troops in HMG area & ahead of me along road is my guess. If it switches back to landing will be to late again, I think. Its eyes are gone. Oh FOO AC is over PSW223 I think & one FOO has just jumped in the water.
The other has got on his bike & is heading for a good location to see units on 2 hills & a decent amount of far bank including some Flags.
Have 1 flag near 2 others by sniper lot.
Going to risk a couple of planes making a pass on Char to see if they can spot its freinds.
Turn is 18 I think.
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