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Old January 5th, 2010, 10:54 AM
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Default Re: 11 Gavrus

First run through playing fast and a bit sloppy... draw. ( it's been ages since I looked at that scenario and everything is set to 100%) I'm confident that a second run through would result in a marginal victory or at least a much better "draw". A decisive would be tough but getting decisive SHOULD be tough though not all scenarios are set up that way.


Trying to attack anywhere south of the road is a waste of time and men.

Concentrate your force, have patience and don't attack in places that cannot give you possession of V hexes. Smoke is your friend. There's a REASON the "gold spot" is where it is. When you do attack, overwhelm.

Don
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Old January 5th, 2010, 11:19 AM
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Default Re: 11 Gavrus

Just tried myself, as DRG said pretty obvious go straight for flags force them to leave foxholes to recapture so moved all but 2 down road or North of, scouts turning up gives you a clue. Heavy casulty start to cross river but that gave time for a sensible approach later. In fact ended up with to much over the river was pulling back to engage Brits heading to take flags. Not how I like to play lots of multi units in hex smoke is key plus Mech assault with Halftracks, also wrong terrain for MGs so just use them to Z fire.
Game ended turn 8 when captured all flags screenshot provided decisive victory
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