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January 12th, 2009, 04:27 PM
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Re: Them Germans were good
Cheers Andy that saves me trawling through the units as German OOB is big & gives me a more viable alternative than troop assault. Could not justify getting PAWs on loan.
Fully aware of track hit option not reliable but if can hurt it bail seems more likely.
The trouble is they are dug in so its probably not going to happen unless a plane gets lucky which is why I took em.
Are you saying if have a high to hit chance more probability of weak spot hit. Makes sense aimed for the drivers plate not the tank.
My view on 88s the same if the map looks bad might get a couple for a defend battle.
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January 12th, 2009, 04:39 PM
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National Security Advisor
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Re: Them Germans were good
Quote:
Originally Posted by Imp
Cheers Andy that saves me trawling through the units as German OOB is big & gives me a more viable alternative than troop assault. Could not justify getting PAWs on loan.
Fully aware of track hit option not reliable but if can hurt it bail seems more likely.
The trouble is they are dug in so its probably not going to happen unless a plane gets lucky which is why I took em.
Are you saying if have a high to hit chance more probability of weak spot hit. Makes sense aimed for the drivers plate not the tank.
My view on 88s the same if the map looks bad might get a couple for a defend battle.
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- Dug in means less chance of hull/track hits, more turret hits
- firing up from lower altitudes, ditto
Weak spot hit needs to be under 501m, 80+(may be 90+? I forget)% to-hit chance, and I think the firer may needs to be better than pinned status too, and is based on a skill roll as well so a 60 EXP less chance of it than a 100 EXPer.
Andy
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January 12th, 2009, 04:48 PM
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Panzer Bob
Keep us updated on whether you manage to pull it back from the brink,
situation sounds a bit shaky can you see the abyss, teetering on the edge comes to mind from your post
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January 13th, 2009, 06:11 PM
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Turn 19
Routed tank was killed
Plane pass on sniper 6% no effect
2 planes made a pass on HMG hit chance 12%
The MkIIs there now twidling there thumbs as planes destroyed it with 3 hits.
They have moved out of Chars smoke screen & he has scored another hit for no damage, they are a bit closer & heading for woods & cover.
2 bunkers left Pioneers are having trouble as arty has got heavy there & arty is hitting just inland from landing zone, 2 squads vapourised.
Ammo truck nearly in place & most stuff is on route to location.
Sdkfz 7 fired on by an unseen S-35 survived but lost half its passengers.
Start of next turn can see its right on map edge planes missed it & protects route to road, may have friends & sure it passed up previous fire opportunities.
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January 14th, 2009, 05:02 PM
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Not quite according to plan
Well the 3 pioneers finnishing the bunkers are pinned down till the arty stops one left but mines in the way.
Mine tanks are heading to catch up bank force as expect more along it.
My pilots are flying with there eyes closed some AAA on Char pass 3 guns but Ok, the bank force should be in position to see one AAA on next pass.
Planes saw a squad but strangely no other tanks so trying another pass there have to be more.
They did not do a good job round the road area either scouts nipped up there on the motorcycles last turn & so had a look.There are a total of 5 just back from a row of buildings there. I could just smoke & ignore them which is what I did for the present courtesy of FJs smoke grenades.
As have time when AT guys have reloaded will try to deal with but its not going to be easy as 50-100m apart.
Sniper is still routed but have found a total of 3 squads in his area one more somewhere, one was found by a now immobile probably about to die 222, thats what comes of trying to avoid being shot at by those tanks, looks like I was wrong about the mortar.
Most Mortar fire has stopped but all arty that fired landed on pioneers or landing zone.
Last 3 barges are darting around trying to hide as unloading does not seem a sensible option, has to switch targets soon.
Next battle will not accept default turns to long.
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January 15th, 2009, 06:05 PM
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Shootout at the OK coral 222 lives
Forces involved 3 FJsquads 2 FJLMG MkII immobile 222
1FJ squad & LMG 400-600m from enemy rest 100-300m & 222adjacent.
As it turns out 5 French regulars & a routed sniper so far all dug in.
2 onbard 155s make a limited drop on 1 French Sqd 0.3+ 0.5
2 French fire c(asulties)= 1 everyone returns C=0
French fires RPG at adj 222 misses as pinned return 222 took offence C=2
2 French fire C=2 Return LMG C=2
Sniper rallied fires MkII forces him out of foxhole
2 French fire C=0 Return C=0
Squad by 222 fires at LMG C=1 222 returns C=1
Further French fire causes C=1 for none
Squad by 222 vacates & takes a further 2 hits & sniper is killed while routing.
Gotta love these FJs & that MKII its a great suppressor.
There fate is now sealed as infantry in trucks arriving & a couple more tanks.
2 MMGs move to tree line & hose down everyone conducts fire for few loses on either side but they are now outnumbered by more than 3 to 1 & all routed. Squad out of foxhole was killed.
Elsewhere
Infantry moving down bank have fanned out & are now slightly ahead but can see AAMG & a squad. 4 tanks are with them.
AAA fire has intensified 1 other AAgun location found & a Char but not where I expected he is about 15 hexes back from the bank. A plane took light damage.
Artillery fire has died down its finaly switching targets & mortars have started firing in support of OK Coral, final bunker is damaged & took 6 casulties but I lost a couple of trucks in landing zone plus 5 routed squads probably with some damage. Final landing commencing next turn.
2 PSWs & 3 Pioneers reloaded & on route to tank formation. 1 of the pioneers is badly damaged so will only be used in a last ditch attempt as his kill chances are not to good. Have a second ammo truck in place now.
Should have left a few more trucks on far bank stuff is getting out of range of some arty now.
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January 16th, 2009, 12:05 PM
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Operational Problems Looming
Taking the advice of High Command & having some Jagdpanzer 1s along for the ride would most definetly have helped, despite operations length I am now watching time.
Nearly in a position to launch an attack on 5 tanks but delaying slightly as sent a scout for a look & he has found 2 more so far about 600m back covering them., Taking this lot down could prove expensive & time consuming.
Road Force is at bottom of first hill no fire recieved from woods on.
Bank force took out first AA Gun Raumpanzer moving in sight at a safe range to draw some fire then infantry & MkII killed it for no loses. Found another one tricky LOS as surrounded by high grass.
This force cannot move much further unless I smoke original Char again so is vectoring towards it. An ATG has opened up vague idea where troops off for a closer look on foot. So 2 pronged attack on hill.
With the adition of FJs this has turned into quite a big game having to think logistics trucks are ferrying people to contact & having to move arty pieces several of which are now out of ammo as resupply is otherwise occupied.
Becoming increasingly harder to maintain momentum without incuring loses.
The number of tanks is proving a problem 17 so far & I play with tank heavy off because & could well be wrong AI seems to buy more complete formations & hence a better force if do.
The easy option would definetly be to leave Northern tanks alone as don't protect anything now but will probably make a rush for 3 flags in area I have taken.
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January 16th, 2009, 01:48 PM
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Join Date: Jul 2008
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Run Into Heavy Resistance
5 tank force - half a dozen planes made passes as expected no effect all turret hits last bomber making its run next go then smoking & kicking off attack, no other units found.
Just over a third of the way down the map & the enemy is in an Lshape made it to tree line on the hill without problems but so far can see 6 troops & 3 Char-Bs. The chars are at the intersect of the L & stretch along the horizontal line & the ATG is there somewhere an FJ looking for took 3 casulties from an unseen HMG & there is at least 1 more Char that missed my armoured car, things are hotting up.
Enemy is in woods on 2 hills & open that I have to approach across.
Idealy I would like to scout a bit West & place MMGs AAA for support fire but time beckons going to have to take risks.
Considering this means I still have half the map with unknown forces I was right in that I can't hang about. Tank force I have found so far is now the size of my armour & those pioneers take 2 turns to fully rearm. The attack is in danger of stalling due to the amount of armour present.
Enemy arty will become more dangerous as generaly I have managed to keep it falling behind me the last few turns just pinning the odd troop.
I hope we get a lock for CB fire soon because I am going to need those guns.
About a 1/4 of my arty is out or critical on ammo so attacking across the whole front will start to become unviable.
Expecting some armour loses now.
Forgot other AAA taken out without loss
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January 16th, 2009, 04:27 PM
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Re: Them Germans were good
A good read Imp - keep it up.
Your scouting the way I do by the sounds of it. Good luck with those tanks. Those Char`s are a tough nut to crack.
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