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Turncoats(44) Bulgaria-German Scenario

 
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Turncoats(44) Bulgaria-German Scenario - 4/6/2003 10:25:54 PM   
ZoomBoy27


Posts: 75
Joined: 8/13/2001
From: Vancouver BC Canada
Status: offline
Standard 7.1 solitaire scenario
I had never played it before and in opening it up, it appeared to be designed for Bulgaria. I decided to play Germany and see what would happen. Bulgaria, from the scenario description, was to advance across the top of the map securing a town in the centre and securing the high ground to the Upper Left of the map to prevent the exit of the Germans.

I hadn't played SPWAW in about 8 months and my co-ordination and LOS/cover skills were rusty. I got my butt handed to me decisively. All my troops were impressively chewed up.

I tried it again and got a German draw(even points), I had taken the town but not the high ground controlling the German exit. Was chewed up good.

Is a German decisive possible if this was designed with Bulgaria in mind as the human player? And would it rely more on capturing the victory hexes or more effectively chewing up the opponent. I had 5 AT guns that would deal out punishment to the Bulgarian tanks but they were horse drawn and were only able to reach the town.

ZoomBoy
Developing a iso-tile 2D RPG with skills, weapons, and adventure. See my old Hex-Tile RPG GAME, character editor, diary, 3D Art resources(abit out of date) at [URL=http://www.geocities.com/jzoomiethomas/]Check out my Web-Site[/URL]
I've found and created a few interesting co-ops for the IL2 flight sim @ [URL=http://www.geocities.com/jzoomiethomas/flightsims.html] Mission Page[/URL]
Post #: 1
- 4/7/2003 6:23:07 AM   
Karnaaj

 

Posts: 243
Joined: 3/17/2002
From: Spokane WA USA
Status: offline
Aaahhhh, one of my favourite scenarios. I suspect it's going to be **** near impossible to get a DV for the Germans, due to the design - it's a *lot* easier to slam the door on the column than it is to break through the forces the Bulgarians have available, especially in the VIctory Hex area at the junction. The Bulgarian armour can block the road *and* the "back way" around the hill long before the Germans get into the neighbourhood, leaving 'em plenty of time to get their infantry and AT guns in position... and once the Germans have been slowed down and spotted, the arty and Stukas come out to play. The armoured cars will tend to grab those remote VH locations within the first two-three turns, as I recall.

OK, just took a quick look at it. The "town" hexes are only 20-point end-of-game; the "remote" ones (hilltoppers) are 20 per-turn; and there's a 70 "first come" up at the bend of the road in the north. The Germans don't have anything with the speed to pass the junction before the Bulgarians can cover it with tank fire, and not enough tanks to really do a fast breakthrough. (Especially with that infantry swarming down on the flank.) The PAK38 50mm AT guns are nice, but the Bulgarians have trucks dragging PAK40 75mm, and they aren't going to be dodging Stukas, either. Infantry: well, the German is better than the Bulgarian. Duh. H'wever, the Bulgarians are closer to the VHs at the junction, can slip in through the trees just off the right side of the road, and come down out of the hills above the road just about where the gun-teams will getting to. Capture (and the subsequent rooting-out), close assault, and harrassing fire (especially if they actually *hit* the gun team or the guns themselves; AT rifles are good, if they get there in time). Arty: uhm. Arty's over at the Bulgarians' place drinking slivovitz. The Stukas and 150mm make up for only 2 81mm, versus 4 8cm.

Consider it a learning experience: don't let your allies control your only way out.

(in reply to ZoomBoy27)
Post #: 2
- 4/8/2003 3:31:16 PM   
ZoomBoy27


Posts: 75
Joined: 8/13/2001
From: Vancouver BC Canada
Status: offline
Thanks for the run-down. In comparison to some scenarios that have high VH values of 500-700, this one depends more on chewing up your opponents without taking much damage.
I used the 75mm lelG18 as a direct fire infantry gun as I tend to think of it that way but should have taken a look at using it as indirect. Using it as indirect certainly would at least give me more ammo; my mortars quickly ran out of ammo. And would have put a bigger dent in the massing Bulgarian infantry.

I'm gearing back up to continue MC: Lost Victories and I needed some practice to sharpen my skills. I've had some Draws over the last few in my LV campaign and don't want to spiral down to being pulled. Will be starting LV: Dubno/Touch-N-Go when I complete another single player scenario.

Thanks again

ZoomBoy

(in reply to ZoomBoy27)
Post #: 3
- 4/9/2003 8:05:03 PM   
Warhorse


Posts: 5712
Joined: 5/12/2000
From: Birdsboro, PA, USA
Status: offline
I'm glad you guys are enjoying my scenario!! I like the Bulgarians in WW2, and may do a few more. I must play it again soon, I've played it as both numerous times, but I can't remember the outcomes! I do remember the one time as Germans, getting up to the top, by bypassing the town with quicker elements, but the town is always the scene of slug-fests!

Warhorse

_____________________________

Mike Amos

Meine Ehre heißt Treue
www.cslegion.com

(in reply to ZoomBoy27)
Post #: 4
- 4/11/2003 11:21:21 AM   
Karnaaj

 

Posts: 243
Joined: 3/17/2002
From: Spokane WA USA
Status: offline
This is the scenario where I exterminated the Germans while losing only a few infantry... until some rat-bastard killed my SPW-222 with a top hit from a submachine gun. Later (in another forum-thread here somewhere) I found out that it was an open-topped car. (Also found some better pictures than I had previously seen, in a couple books I bought in February.)

It's a fun battle... unless you're the German side, and then it's a bit of a nail-biter.

(in reply to ZoomBoy27)
Post #: 5
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