UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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I played "Le Hamel" a couple times: the first time I lost through the combination of deadly AI OBA and poor tactics; the second time I won through better tactics and - especially - through the disappearance of AI OBA after a single strike. As regards to AI OBA, you can only hope it loses access as soon as possible. The British most important asset is the Churchill tank: it can pump 95mm shells (a 16 FP attack) into German positions and soften the Germans quite nicely. It can only be killed by the 75mm gun (that should be your #1 target) or - less easily - by OBA. I organised the British infantry as follows: 1) two fire support stacks, consisting of the *** and ** leaders, two squads (one of them armed with a MMG/HMG) and a crew armed with a 51mm Lt mortar (so that the latter can use the leader bonus on the to-hit roll; 2) two manoeuver stacks, with a leader (one of them has the radio, see below) and three squads with a LMG and a PIAT; 3) an assault stack, with two squads and the FT and DC. Even though a straight approach through the trenches has its appeal, it also exposes your forces to fire from most of Le Hamel fortified buildings: I took it on my first attempt and I was stopped in the east end of the trench system. The second time, I used the road to approach the village: the intervening brush provides some nice cover from the German fire coming from part of Le Hamel. When I arrived to the woods north of the road (which blocks LOS from the western part of Le Hamel), During this advance, I located the 75mm gun (so I knew where NOT to go with the Churchill). I turned north and started trading shots with the Germans in the eastern part of Le Hamel. Once these (and the 75mm gun) were eliminated, I moved the Churchill so that it could fire on the east part of the town, and shifted my infantry so that all of them fired on a single building, and so on. Some sparse hints: The 120 OBA (Royal Navy destroyers, I suppose) can be useful if it hits, but it is so unreliable you cannot base your planning on it. Do not call artillery less than 4-5 hexes away from your units, as it can drift and make the enemy happy. Unless you are in a position where moving would be suicidal, use your turn to move and fire in the Advance/Defensive Fire segments. Unless you have to move, never forfeit an occasion to fire. Your chances might be slim, but you have nothing else to do anyway. In the worst case, fire on "Broken" units to make them "Broken+" and more difficult to rally. Do not close too much to German stacks if you can: if you keep out of the normal range of the squads, the AI will only fire with MGs, while you will be able to fire with both squads and MGs. Against 2nd line infantry (range = 4), try to move at range 5: your squads will fire at full FP and the AI will reply with MGs only .
< Message edited by UP844 -- 7/11/2018 1:00:26 PM >
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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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