Turn 12 start
Due to nature of the map another overview I hope they are clear enough, should be able to go to closer zoom & a couple of screens from now.
Where to start been playing a bit fast & lose, right about now I would give anything for a Laser Range Finder we have a shooting gallery but the range is 1300m plus (25hex) but lets cover the last few turns.
Plane has been again killing a Halftrack & British artillery is really ticking me off the AI is very good at hampering operations with this sort of visibility & is predicting where I am going well. Halftracks & SP Mortar for example briefly entered LOS at nearly 50 hexes & are now all damaged, guessed exactly where I was headed.
We are taking out the on map stuff my arty is plotted on one if we force route the arty targeting tanks by Z including 17cm can shift to keep them running & hit the other - 17cm obviously failed vs M10's unlike the AI I am not having much joy with it this game even with eyes on target.
We should be able to deal with the one near the M10s with a MG once we have position.
We have lost nearly 20 men now & of course some halftracks & the MkIV - Killed 25 British units, all infantry bar the ATG
We will wrap up the search for ATG's shortly it has been hampered by the high grass & fields blocking LOS at ground level, killed the first there must be more? Managed to clear the hill while this was going on behind a smoke screen. Squads 2 PIAT Teams & a Mortar cleared out, my squads were surprisingly lax walking into both PIAT Teams.
Let the smoke fade this turn & the AA guns opened up, nobody at ground level can see them.
A consists of 2 Sturmpanzer targeting along with a StuG(i) & MkIV that can target with a 1 hex move. HMG there can also see them so hopefully enough to silence them. Chosen as hunting guns & infantry with MkIV if armour showed up.
Once we reach the field around X going to call it safe its taking to much time.
Some units need to go up the hill for VHexes & an option I will probably not take is move out from X to close on British armour, perhaps with a few squads again hunting guns & perhaps the HQ.
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Squads at C giving up on rear of hill for the moment, despite the smoke screen artillery is stopping play - will take out the Mortar.
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Moved fast through the woods several transparent trees & we want tanks there. Both ready squads there retreated & recovered. Squad B had to risk fast moving so trees screened it, going to find out if areas safe want the view from there.
We are going to try a few long shots from hexes at C as only visible to 3 tanks, probably just result in dischargers firing. Arty is also plotted on Churchill if we are very lucky we might force it to move. Mud makes attacking it from cover impossible.
The big question is what's around Y & are there any guns tanks we have not located. If we could clear infantry from near W there is a good chance a tank could get off a shot undetected so mass attack stands a chance. The question is how using smoke to close range with tanks could go badly wrong if it clears badly so maybe smoke & kill infantry then try from W.
I am at a bit of a loss at the moment on how to approach just know I want the arty gone as I do not want to end up pinned suppressed around Y.
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The Southern guys will probably have to throw caution to the wind shortly & see if anything is there the hard way.
Be a while but MG's are on the move 1 here the rest to W & the hill.
Should have had more of a plan for the South half of the map we are winging it now.