UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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OK folks, I played training scenario 1 on both sides. Every time the human player or the IA fired, I took a written note of the fire type according to range and movement status. I forgot taking note of how many times firing units were tired or pinned : I only once noticed a pinned IA unit firing. The tables below provide the cold numbers. "mixed" indicates a fire where part of the units - usually MGs - fire at normal range and the rest - usually squads - fires at long range: "effective fires" indicate those fire that caused at least a "pin" result. German human vs. US IA. Major German victory. German losses: 2 Squads, 1 HS US losses: 4 squads, 1 HS, 5 Ldr German (human) fire type: Point blank 2 Point blank after moving 3 Normal range 15 Normal range after moving 8 Mixed 4 Mixed after moving <none> Long range 8 Long range after moving 6 Total fires: 46 Effective fires: 13 (28.2%) US (IA) fire type: Point blank 3 Point blank after moving <none> Normal range 22 Normal range after moving <none> Mixed <none> Mixed after moving <none> Long range <none> Long range after moving <none> Total fires: 25 Effective fires: 4 (16%) The US force was virtually annihilated at the end of turn #5. Only 1 squad survived until the end of the scenario, but it was broken an with no leaders remaining. IA fired 25 times vs 46 human fires (the human fired 1.84 times for every time the AI fired). German IA, US human. Major US victory. German losses: 4 HS, 1 Ldr US losses: none German (IA) fire type: Point blank <none> Point blank after moving <none> Normal range 6 Normal range after moving <none> Mixed <none> Mixed after moving <none> Long range <none> Long range after moving <none> Total fires: 6 Effective fires: 2 (33.3%) US (human) fire type: Point blank <none> Point blank after moving <none> Normal range 18 Normal range after moving 1 Mixed 2 Mixed after moving <none> Long range 25 Long range after moving 3 Total fires: 49 Effective fires: 19 (38.7%) The German force never managed to come into normal range of its infantry squads. The 6 fires all come from the LMGs. The AI suffered few losses, but most of its units were broken and hidden in the bottom part of the map when the scenario ended. A couple leaders advanced all alone, but this issue has already been fixed by Peter. The only casualty the US force suffered was a broken (and promptly rallied) squad. IA fired 6 times vs 49 human fires (i.e. the human fired 8.2 times for every time the AI fired). My final two cents: - on the defense, the AI fired much more than on the attack, but this is mostly due to the time constraints that force the German player to advance quickly to take all the VP hexes; - on the attack, the amount of firepower the Germans delivered on the US defenders has been negligible (see next note). The US "normal range" fires (18 out of 49) all come from the MG, as no German unit ever arrived within 4 hexes of the US airborne squads, which always fired at long range (with excellent results against units moving in the open ); - the Germans have a 50% advantage in raw firepower (6 SS squads @ 6 FP = 36 FP + 4 Fsj squads @ 5 FP + 3 LMGs @ 3 FP = 65 FP vs. 5 Abn squad @ 7 FP = 35 FP + 1 MMG @ 4 FP = 39 FP). The SS squads also enjoy a slight range advantage over the US airborne squads; - notice how the AI never fires after moving. In other games I noticed it almost never fires after moving even when its units are adjacent to the enemy; - on the other hand, the same AI unit fires both as First Fire and as Final Fire (and, again, as Final Protective Fire) even tought the last two fires are made at half FP (doubled for FPF). Thanks for your patience.
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Chasing Germans in the moonlight is no mean sport Siegfried Sassoon Long Range Fire (A7.22)........1/2 FP
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