Tomanbeg
Posts: 4385
Joined: 7/14/2000 From: Memphis, Tn, CSA Status: offline
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Ah yes..... Everybody in my neighborhood claims that 90% of battles are won or lost before they begin. With that in mind, time for an ops plan. METT as the US Army likes to call it. Mission; There are 4 point per turn V-Flags space equally north and South, 2 per side. They are worth 50 points per turn for 28 turns. Since I don't think anyone can reach them on the first turn(Barring the use of meat bombs, or Para-Targets as I call them), that leaves a possible 1350 points per game for each flag, or 5400 points for all. There are two clusters of flags worth 1,000 points each at the end of the game. with 6600 points of equipment, that is 12,00 points available, unless one side orders reinforcements, which will be a 1100 point bonus for some one. So I need to get 8,000 ponts for a small victory. grabing and holding 2 ppt v-flags and the truck stop will net me 4,700 points, so unless I can trick O-Lord into ordering reinforcements I need to kill 3,300 points of his equipment. A Daunting task. Enemy; I've never played Olord so I have not a clue to his strengths and weaknesses. Since he doesn't have a lot of pre-game qualifiers, there is no clue there. No C&C indicates that he might not be so hot at planning, but no C&C means I won't be able to advantage of this. And not playing with C&C indicated that he might be an Equipment maven, since the biggest advantage the German have before '44 is their robust C&C structure. Or it could mean that he is extremly confident and is giving me a break. Way to early to tell, but it is never to early to start examining your opponents Boyd Cycle. Equipment wise, the Tiger gives him an edge in long range gunnery. And while the Panzer II's and IV's are a little slow, Im not sure the terrain will allow me to exploit that. The 10% arty thing could be because he fears my arty, or it could just be habit Or he could plan on using a pak front and wants to cut down on my smoking. We will see. Troops; Mine Suck. And that is being kind. In '42 the Soviets are still searching desperately for a clue. Stalin has dropped his stand fast strategy, so I'm starting to get troops with a little experience, but they are few and far between. That means I will need to avoid 1 on 1 shootouts since my troops will run instead of shoot. Good kit though. The T-34 is fast and cheap, althouh the only way it can hit a barn is if it's inside the barn, and then it is worth a medal. But my arty has a lot of rounds and if they stay on-line can be critical. Not real flexiable, so I will have to use a prepositioned grid for fire control. For the new guys gridding is a method use to improve the response time of poor quality artillery. Instead of speading your .1 request markers where you think(guess) your opponent will show up, you pick an area(arty is an area weapon, not a point weapon) and put your requsts down in a pattern seperated by 5 or 9 hexes, depending on how much area you have to cover. That way any enemy coming into that area can be attacked with either a .1 delay(if it parked "on the Dime"), or a .3 delay if it's a little off set. The 9 hex grid gives a .5 delay, of course. My best infantry anit tank weapon is the 12.7 HMG, and while deadly against AC's and Tracks, it is in the spitball catagory vs MBT's. Terrain; An E-W valley map, with tall grass and dry lakes in the vally and tall forested hills Flanking the valley. There are numerous hillocks seperating the valley floor from the taller hills. These will be critical, since vis range in the tall grass in seldon more then 200 meters and mostly not that much. Especialy for OLord. With 88 in the right places, he can doninate the valley. So this is starting to look like a classic spear vs club battle. To win I have to avoid being speared long enough to put my club upside his head. Since is is a fact that if you plan on hitting your opponent with a blunt object, big blunt objects are better then small blunt objects. I need to make a bigger club. I will do this splitting up one of my T-34 companies. Using the T-34 company with the best Experience numbers as a base I will take the T-34 Company with the worst experience rating and use the reassign key to attach the best of the worst to the best of the best. This will give me a T-34 Company with 3 4 tank platoons, plus company commander. Then I will take the 7 tanks left over and farm out the T-34's to my Recon units. This will give me a bigger, stronger blunt object and put a little more beef into my recon. I will advance my Infanty up the center of the valley, using a run walk wait series of rushes until they are about 6 to 10 hexes from the truck stop, then they will crawl up to 3 or 4 hexes then it's Urrahh!. I will pick one flank and overload it, in an attempt to take and hold the 2 v-flags on that flank. The other flank I will try to use manuver to confuse my enemy. I will advance on both flanks initally, and fall back on the flank that looks like it is getting the most heat. Since he is so much stronger then me I will have to play canny, and hope he steps on his dick. Maybe he will stick his head out far enough for me to strike it with my blunt object. One can hope. T.( I think I will move this over to the AAR/DAR section. It seems more approiate)
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"The 15th May, 1948, arrived ... On that day the mufti of Jerusalem appealed to the Arabs of Palestine to leave the country, because the Arab armies were about to enter and fight in their stead." – The Cairo daily Akhbar el Yom, Oct. 12, 1963. [IMG]http
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