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Huib's "A Key Position"

 
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Huib's "A Key Position" - 7/18/2008 12:15:08 AM   
cw58

 

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Huib asked for volunteers to play this scenario and give an AAR. Though I've never done an AAR before, I decided to give it a shot.

Scenario: A Key Position (in WF)
Complexity: 7
Turns: 18
Visibility: 8
Ground Conditions: Muddy

Turn 1

I've decided to split my armored group into 2 main forces, heading west (call it Group S) and northwest (call it Group E) along the paved roads. At the same time, I will send a small armored recon group north (call it Group N) and try to sneak in behind the enemy positions. Meanwhile, I will move my motorized infantry west and then north along the paved road to link up with Group W. It seems farther, but considering the muddy ground, I think it will be faster.

The first Stuart tank (of Group S) sent west runs into a Volksgrenadier unit in an entrenched position. Taking fire, the Stuart retreats but takes no losses. The enemy is closer than I had guessed. Plotted indirect fire on the trench, hoping to soften up the VG pltn. Group E advances more cautiously as a result of the attack on Group W. N Group is advancing at high speed along the dirt road to the north.
As I have 6 Sexton platoons that are fixed with no chance of release, I've decided to load up my (6 units of) 25 pdrs and move them closer to the front.






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RE: Huib's "A Key Position" - 7/18/2008 12:33:18 AM   
cw58

 

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Turn 2

The artillery barrage fell on an empty trench, as the VG and another unidentified unit retreated from the armored might of Group S. They spot a mortar section and a 75mm IG unit. Group N spots several minefields blocking the north road and surrounding areas. That way is blocked unless I can get some engineers up there in a hurry. As Groups S and E are facing a bottleneck, I think I'll let Group N wait out of sight and see if the north road can be cleared.

Group E has spotted a VG platoon in a trench just south of the road. Fire from 2 tanks causes 3 SP loss and the VG retreats. But a recce car, inching along the road, discovers that the trench had more than 1 occupant; a German rifle platoon opens fire and the car platoon is toast! Two more tanks come up firing, the German platoon is driven back with a 3 SP loss.

Two tanks from Group S fire at the 75mm IG and destroy it. A Cromwell moves into LOS and destroys the mortar section (the mortars had full APs but did not use Op fire) with 1 shot. Group S decides to travel just south of the road, trying to avoid any units hidden by the rough terrain. Too bad HQ didn't use the same caution. A German MG in an IP, opened fire and caused a 1 SP loss and disruption before the HQ could retreat to safer ground.

Infantry group from the south continues to move north with several units unloading from trucks near the front. Don't want to get too close; still have not encountered the enemy along the N-S road. Just noticed a paved road along the east side that's almost continuous, so I'll send some infantry to support Group E.

Plotted artillery strike on the MG position, that's the only visible enemy unit at this point.




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RE: Huib's "A Key Position" - 7/18/2008 12:39:06 AM   
cw58

 

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Axis Turn 2
Enemy artillery bombardments reveal at least 3 other mortar units and probably at least 3 artillery units in their force. Only 1 occupied hex was hit, a mortar round on 3 Cromwells (total of 10 SP), but no damage was done.





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RE: Huib's "A Key Position" - 7/18/2008 12:55:45 AM   
cw58

 

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Turn 3

My artillery strike on the MG was somewhat successful; no damage was done, but the MG and another unidentified unit retreated at the first sign of shelling. Cowards!
At the beginning of the turn, only a single rifle platoon's location was spotted. Where are they? And supply is becoming an issue. I've got six units that are low on supply and the same number of HQs that aren't supplying. I need to get those HQs near the front and park them.

In Group E, a Cromwell tries to flank the barricade on the road, only to be surprised by another VG platoon. The tank took a SP loss and disruption before retreating, considering itself lucky. Group E decides to delay its advance while some infantry is brought up to infiltrate the woods. VGs are very effective against armor, not so much against soft targets.

Back to Group S; 3 tanks fire at the single rifle platoon, doing 1 SP damage and disrupting it, but the Germans hold fast. Another 3 tanks of Group S are low on ammo, so I decide to take a risk and bring up the Bn HQ. Bad idea! A German MG was hidden in rough terrain along the road and wasted no time in wasting my HQ. That's just great! So I bring up the rest of the tanks and discover my first German 75mm ATG. Luckily it fired twice at long range causing my Cromwell CS tank to retreat, but no damage. I move another tank into position to keep LOS (for indirect fire) and fire, hoping for a disruption. But the tank was low on ammo, so no go. I'll have to cross my fingers and hope the ATG doesn't blow away my tank.

The 2 trenches to the west of the N-S road worry me. I may change my mind and try to go through the rough hexes in the middle. I've plotted artillery strikes on 3 hexes, we'll see how that goes.





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RE: Huib's "A Key Position" - 7/18/2008 1:00:18 AM   
cw58

 

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Axis Turn 3:
The enemy is showing up now. Again, the Germans only got 1 hit on an occupied hex with a single mortar round, doing no damage on 3 Cromwells (11 SP). I wasn't so lucky with the 75mm ATG, he managed to knock out 1(SP) of my Cromwells in an orchard at long range (7 hexes). I was right to worry about the 2 trenches to the west; a MG platoon in each emptied their belts into one of my rifle platoons, doing 1 (or 2?) SP damage.




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RE: Huib's "A Key Position" - 7/18/2008 1:13:10 AM   
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Turn 4:
Indirect fire does absolutely no good this turn, only getting a disruption on a rifle platoon. The Sextons must be near the edge of their effective range. I'm only getting 8 or 9 attack points on a hex, not enough for fortified positions. But some of the 25 pdrs are nearing the front; they should be ready for action in a turn or two.

The tanks of Group S are suffering severe supply problems (thanks, in part, to the loss of their HQ), but manage to destroy a mortar section, disrupt the 75mm ATG and cause the rifle platoon to retreat from its entrenched position. But they make no forward progress to speak of, as a Stuart tank just happened to find another hidden VG platoon (at a cost of 2 SP). However, they are now beginning to receive infantry support from the south. I think I will move the infantry up through the rough terrain in the middle and let the tanks continue up the road. Soon as I take care of that ATG.

Group N is still sitting on its hands, waiting for the engineers, who are nearly there. I sure hope the road ahead is clear, otherwise this has been a huge waste of time and manpower.

Group E has once again encountered the enemy, of which 2 units are disrupted. With the engineers in a trench, I'm hoping they can hold out until next turn. I've got them spotting for a trio of 3in. mortars. I've also plotted the Sextons against that 75mm ATG and against an IP sheltering a MG and VG platoon. At least one of the 25 pdrs should be ready next turn.

Group E:




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RE: Huib's "A Key Position" - 7/18/2008 1:26:01 AM   
cw58

 

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Axis Turn 4:
One mortar round falls on a rifle platoon (-1 SP and disruption). The 75mm ATG chews up 2 more Cromwells and a Carrier Rifle pltn is hit by a MG (-1 SP). On the bright side, the tank stacked with my engineer soaks up all the enemy fire with no damage done.

Turn 5:
My 3-in. mortars cause 1 SP damage each to the MG (it retreats) and the VG platoon. The Sextons are again worthless.

Group S and the troops coming up from the south have combined, with the infantry moving to positions eastward. They'll have to slug it out with the Germans in the trenches. Still can't touch that 75mm ATG; Group S tanks are all low on ammo and so are ineffective at long range. I'll try a bombardment with a 25 pdr; if that doesn't work, I may have to take drastic measures.

Group E lost another Cromwell (-1 SP), but managed to drive off a rifle & VG platoon (4 SP total losses). Also took out (-1 SP) a 50mm ATG. Could Group E be forcing an opening?

Two engineer units finally entered the minefields for Group N, which is starting to get impatient. I should know soon whether this has been worth the wait. And I plotted 3 attacks for my 25 pdrs. I still have 4 more batteries en route.





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RE: Huib's "A Key Position" - 7/18/2008 1:36:14 AM   
cw58

 

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Axis Turn 5:
Took a lot of indirect hits; lost a (-1 SP) Cromwell and 1 3-in. mortar, both to field guns of some sort. That's the first tank lost to IF. Also took a lot of fire from MGs; seems like they're everywhere. Luckily, little or no damage, only some disruptions.

Turn 6:
My indirect fire was ineffective this turn, even my 25 pdrs. on that blasted 75mm ATG.

Group S is beginning to advance now. The tanks are still low on ammo, but there are more infantry units than the Germans can stop (I hope). The VG platoon has been driven out of its trench and 1 of the MG has lost 2 SPs. And I finally got a lucky shot from a Cromwell on that 75mm ATG. It's down to 2 SPs, disrupted & low on ammo. Maybe next turn I can get a tank close enough to kill it.

Group E is also breaking through, destroying what was left of a 50mm ATG, a VG & rifle pltn.

The engineers in Group N have removed 1 (of 3) mine. I sent one platoon up the road to scout for more mines. It will be 2 more turns before Group N can be on the move again.





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RE: Huib's "A Key Position" - 7/18/2008 9:19:41 AM   
Huib


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Thanks.. look forward to more. This is good reading...

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RE: Huib's "A Key Position" - 7/18/2008 3:12:20 PM   
cw58

 

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Axis Turn 6:
Took a few hits from IF, no damage though. MGs tore me up again; must've lost 6-8 SPs. Most of my units were in good terrain and some of the MGs were low on ammo, but I guess that's war. The really bad news is that there's another 75mm ATG that has Group E in its sights. It fired at a rifle platoon, but unfortunately it's still concealed. New concealment rules, hurray?

Turn 7:
Indirect fire only accomplished forcing a MG from a trench. And the supply situation is desperate; 19 units are low on ammo, although the HQs haven't moved in a while and they're fairly close to the front. That's 12 tanks, 2 mortars, Div/ Rgt/ 3 Bn HQs out of supply. I wonder what the Allies' supply level is for this scenario?

Group S found another hidden VG (and lost another Cromwell). Oooh, I hate those guys. Direct fire from a couple more Cromwells forced a retreat from a trench as well as a 1 SP loss.

Group E continues to press ahead. Another German MG destroyed and 1 MG forced to retreat (-1 SP). But the armor is cautious about moving too quickly, as there's still that second 75mm ATG to be dealt with. Infantry is moving up to try and draw AT fire, hopefully locating the large ATG so it can be destroyed before there's a bunch of burning Cromwell hulls.
Group S:





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RE: Huib's "A Key Position" - 7/18/2008 3:20:13 PM   
cw58

 

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Axis Turn 7:
Enemy IF ineffective again, only a few rounds fired and no damage taken. The MGs again took their toll, only -2 SPs but several disruptions. The 2nd 75mm ATG has been revealed, in a bunker no less. Oh, brother!

Turn 8:
My IF results similar to last turn, a rifle pltn driven from an entrenched position. The rest of my 25 pdrs will unload this turn, closer to the front lines.

Groups S and E continue to press on. Mostly using fire attacks from armor, then pushing ahead with infantry to hold the ground.

Group N finally cleared the last of the mines and is now racing north. I'm hoping that they'll be able to engage before time runs out.

Start of Turn 8:





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RE: Huib's "A Key Position" - 7/18/2008 3:31:03 PM   
cw58

 

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Axis Turn 8:
Enemy IF had no effect. Lost 5 SP of infantry during the Axis turn. Ouch! They are making me pay for every inch.

Turn 9:
Got 2 SPs in revenge, thanks to IF.

Group S still moving ahead. Infantry destroyed a 5 SP VG pltn in about 4 fire attacks. That was nice; those guys have really cost me.
Group E also making progress, albeit slowly.
Group N tanks picked up engineers and are proceeding north, but now I'm wondering if they'll be able to contribute at all. Slackers!
Group S:





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RE: Huib's "A Key Position" - 7/18/2008 3:44:47 PM   
cw58

 

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Axis Turn 9:
No damage from enemy IF, but those MGs are KILLING me. Lost another 4-6 SPs that turn.

Turn 10:
Picked up a couple of SPs from IF. I've got some 25 pdrs. set up in the woods southwest of the 2 southern objectives. I'm getting attack numbers of about 14, but can't really move them much closer. The Sextons are just about worthless at their range. And I'm now up to 29 units low on ammo.

Progress, but oh so slow. I'm probably playing too cautious, but I'm not sure about using assaults. I tried one on a disrupted rifle pltn with roughly 4-1 odds and was repulsed. Not even a retreat. Uh-oh. This is gonna be one long day.

Group E did take out a 75mm IG. I sure hope the first objectives aren't defended in depth.






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RE: Huib's "A Key Position" - 7/18/2008 3:52:03 PM   
cw58

 

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Axis Turn 10:
No problems from IF. And lost only 1 SP from direct fire, although there were a lot of disruptions.

Turn 11:
Now up to 38 units low on ammo. All 7 HQs unable to supply, only 1 moved last turn. I've taken to lobbing C-Rations because I've run out of grenades. I don't believe I've ever seen a situation like this. Most, if not all, units are within the supply range (W) of their respective HQs. So I'm not sure what's going on.

But still moving ahead, both sides taking heavy casualties. A Stuart from Group N ran into a minefield on the road parallel to the river. There's not enough time for engineers to clear the road, so the rest of the group is going across the sandy area. They might arrive in time for the glory but that's about it.

Group N:





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RE: Huib's "A Key Position" - 7/18/2008 5:53:43 PM   
cw58

 

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Axis Turn 11:
The Germans counter-attacked to the center area. Heavy fire from the units in the bunker drove back my infantry. I lost much of the ground I had gained earlier near that bunker. I'll have to see if I can find a few brave souls who are willing to try and take it.

Turn 12:
Supply situation is a little better (31 units low on ammo, 3 HQs unable to supply). Must've got a new shipment of C-rations.

Pushed the Germans again, very close to bunker now. Hoping that when it falls, the two southern objectives will be relatively easy to capture.

Group N has met with disaster. On the road NE of northernmost objective, another Stuart tank ran into a minefield, this time losing 2 SPs. Then a Cromwell carrying engineers unwisely tried to go around that minefield. Naturally, there was another minefield. The Cromwells lost only 1 tank, but the whole platoon of engineers met a swift and tragic end. The Group N expedition has been a fool's errand.






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RE: Huib's "A Key Position" - 7/18/2008 5:58:30 PM   
cw58

 

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Axis Turn 12:
Again, heavy losses near the bunker. And I've been taking fire from a concealed 50mm ATG for the last couple of turns. Wasn't sure last turn, but now I am.

Turn 13:
Finally, Group N does some good. Two tank platoons have run into a German 120mm mortar protected by a MG. (-1 SP to mortars) Whether or not they destroy these units, I'm hoping they will at least keep the mortars busy.

Almost to the bunker; I have no idea what I'll do once I get there; seems way too tough to assault, especially with the new rules.





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RE: Huib's "A Key Position" - 7/18/2008 6:04:41 PM   
cw58

 

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Axis Turn 13:
I am not going to make it. Every time I get something close to that bunker, my poor grunts get blown away.

Turn 14:
One bright spot; an engineer pltn off wandering around by itself, came across a German major out for a stroll. They took a couple of potshots, no more major. Finally spotted that 50mm ATG, only not where I thought it was.

Almost surrounded the bunker and managed to kill that 50mm ATG. Ambushed by a platoon of StuG IIIGs in a city hex, lost 2 Cromwells there. It just keeps on gettin' better.

Group N managed to whittle away at the 120mm mortars (-2 SPs), but lost 2 tanks to a VG & rifle pltn stack. The north appears closed to me.





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RE: Huib's "A Key Position" - 7/18/2008 6:10:48 PM   
cw58

 

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Axis Turn 14:
Because I'm trying to mass troops around the bunker, German artillery had some better luck. Obviously helped out by the over-stacking (12+ SP) penalty, German direct fire was withering. I have no idea how many SPs I lost this turn, but it was a lot.

Turn 15:
I've just about decided to surrender. I wonder what kind of terms the Germans would offer?

Point blank range on bunker, with 6 SP rifle platoons with full ammo, can't get reductions or disruptions. On top of that, I'm ambushed by an 88mm ATG in another bunker. Can it get any worse?





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RE: Huib's "A Key Position" - 7/18/2008 6:18:56 PM   
cw58

 

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Turn 16:
The Germans wanted an unconditional surrender, so I decided to press the attack.

The bunker is now surrounded. (See previous screenshot). Still can't get disruptions or reductions on the 75mm ATG or a MG inside the bunker. There's also an 81mm mortar section, a 1 SP rifle platoon & a disrupted 2 SP MG. All units but the 4 SP MG are low on ammo.
Tried a Hail Mary assault even though the odds were against me (approx. 75-85). Lo and behold, it worked! The miraculous assault boosted the Brits morale beyond belief as they renewed their attack. Only 2 turns to go and we still need to capture those 2 southern objectives. Will the German resistance stiffen or will their morale continue to crumble?




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RE: Huib's "A Key Position" - 7/18/2008 6:25:01 PM   
cw58

 

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Turn 17:
Another successful assault, this one on an objective hex. And this time the odds were slightly in my favor, I would guess a ratio of only about 5-4. So another surprise success. I've managed to soften up the units in the adjacent objective hex with indirect fire as well as direct fire. With a little bit of luck, I could still pull off a minor victory.





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RE: Huib's "A Key Position" - 7/18/2008 6:27:43 PM   
cw58

 

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The score at the end of Allies' Turn 17 (of 18):
(The other nearby objective is worth 500 pts)




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RE: Huib's "A Key Position" - 7/18/2008 6:32:00 PM   
cw58

 

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Turn 18:
One last assault and the Brits capture a second objective. It's just enough for a minor victory if they can hang on.





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RE: Huib's "A Key Position" - 7/18/2008 6:34:19 PM   
cw58

 

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Axis Turn 18:
The Germans were unable to mount an assault on the last turn as most of their nearby units were disrupted, thus giving the Brits a hard-earned minor victory.





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RE: Huib's "A Key Position" - 7/18/2008 6:38:20 PM   
Jason Petho


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Well done, very well done indeed!

Jason Petho

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RE: Huib's "A Key Position" - 7/18/2008 6:54:48 PM   
cw58

 

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A few thoughts about some of my mistakes during the battle. The armored foray off to the north was a tactical blunder. The 2 engineer platoons I sent with the tanks, I could've really used for assaults. And that's not counting the tanks that were out for a Sunday drive. From what I could tell, the British had good numerical superiority but I was unable to use it to full advantage due to the fact that I tried to mass too much firepower, especially near the end. I had infantry tripping over each other, trying to get to the Germans and all the while tanks were running over them. It was more like Russian human wave tactics rather than something the British might do. Also, with that many units together near the end, I suffered quite a few overstacking penalties. But by then, I was getting desperate.

Throughout the scenario, I found myself unwilling to sacrifice APs for assaults that I thought were doubtful. In the few assaults I tried, I found them unpredictable. At times, when I thought the odds were good, the assault failed. Near the end of the battle, when the assault seemed doomed to fail, it succeeded. If not for the lucky assault on the bunker, I would have suffered a major defeat. Go figure.

As for indirect fire, in this scenario, I found it fairly equal. By that, I mean the casualties were about what I would expect, with no advantage for me or the AI. I had about 6 tanks disabled by IF, but there were numerous hits on tank-filled hexes. Some losses were due to mortar fire, but the Germans had both 81mm & 120mm units. Most of those losses occurred in the last few turns, when I was surely receiving over-stacking penalties. I did not destroy any German tanks with IF, but they only had 2 StuG IIIGs which I hit maybe 4 times. That still leaves unexplained the problems people are having in DCGs. I wish I had an answer.

As for the scenario, obviously I found it tough. The Germans had good defensive positions and enough mines to force their opponent right onto those defenses. As Huib promised, the AI did fight a very aggressive defense without being fixed in place. Neat trick, that. The one thing I would question is the supply. I didn't check beforehand to see what the supply level was, but to have almost 40 units out of supply when my HQs were relatively static and in range, seems extreme. But that may have been what the designer intended. Of course, that made the firefights that much harder because most of the time, my troops were firing at half-strength. Overall though, an excellent design. Nice work, Huib. Thanks!

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RE: Huib's "A Key Position" - 7/18/2008 8:34:54 PM   
Huib


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Thanks a lot for this excellent AAR. This kind of stuff is really helpful for the designer.
A few points:
- You are right about the relatively low supply level. This is intended in the first place to slow the pace of the game, secondly to reduce # of casualties to a more realistic level. Note that the AI also has a low supply level, in this case the human player has 50% and the AI 60%. Rather than increasing the supply level I would probably increase the # of turns if needed.
- Very interesting to see you venture north on the east side of the map, but the "key position" obviously is the crossroads at Loon op Zand. Any secondary roads are of little use in the wet autumn of 1944.
-Historically 2 attacks of the 7 Armoured were repulsed, although they did make it into the village. Eventually the 51st Highland Div. was ordered to drive the Germans out. They succeeded although the Germans managed to retreat in an orderly way.
-Another option in this scn could be a left hook... oh well don't want to give away too much...
-I guess the new assault rules make the scn more difficult for the human player, but since you won, I don't think I would need to change anything.

Huib

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RE: Huib's "A Key Position" - 7/19/2008 12:21:05 AM   
cw58

 

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That explains a lot about the supply level. I don't believe I have ever played a game with supply so low.

As for the Group N tactic, I had hoped to come across some artillery positions and maybe some high-level HQs. And maybe to slip into one or both of the northern objectives if they had been lightly defended, as they were far from the front. The muddy roads I could have handled (the group was all tanks with engineers riding) but the 2nd set of mines was the real deal-breaker. Two of the tanks managed to come down the road to the north of the southern objectives and contribute some firepower, but overall, it was a waste of time and manpower.

I had no knowledge of the history of this battle, but it would seem that my results were similar to what actually happened back then. And I think that's key to a good design, at least for historical scenarios. Great job!

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RE: Huib's "A Key Position" - 7/19/2008 2:16:32 AM   
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Thanks for the entertaining and well done AAR. Good use of screenshots.

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