PaladinSix -> Get Off the Beach (6/26/2006 11:12:29 PM)
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For starters, let me point out that I am relatively new to the TOAW engine and I'm still adjusting to some of its'......quirks, to put it respectfully. I've run through the intro/tutorial scenarios, with mixed success. The Americans took my kimchee away and beat me with it in Korea '50-'51; I managed to fight the PO to a series of draws in Anonymous Heroics, and bled myself white hammering at the German fortifications around Tannenberg. However, then I switched sides (got tired of losing) and managed to trap and destroy the bulk of two Russian armies. So, I'm no expert, but I think I've figured out the basics. With that in mind, I got ambitious and decided to try something bigger. I loaded up the D-Day scenario that begins with the Normandy landings and tried my hand as the allies. After I got used to seeing a LOT more units than I had in the past, including some serious air power and two naval task forces, I made some opening moves and promptly got slaughtered on the beaches. I figured I must have done something wrong, so I loaded it up and tried again essentially the same result. Only in one hex did I manage a foothold and that was pushed back into the surf on the same turn. A third try resulted in more or less identical results, so I decided to try a new approach. First, I bombed, strafed and shelled every unit in a target hex directly, as my first round of combat, rather than lead off with the assault troops. If anything, that was worse. Then I tried leaving all of my support units (naval and air) in reserve, instead of dedicated to a particular attack, so that they would support each attack in range (at half-strength). This worked only marginally better. It seemed that whatever I try, the best I can manage is a weak foothold, nearly impossible to exploit. Rather than assume that the scenario and/or game is flawed, I figure I must be doing something wrong. The possibilities/questions that occur to me are: 1) Naval gunfire: leave in "tactical reserve" or dedicate to a specific attack? 2) Air support: same as above. 3) Assault troops: attack with everything from one hex to another (i.e. an entire division), density penalties be damned, or try to attack with smaller groups in succession? 4) Assault troops 2: use something other than infantry/armor in the initial assault? perhaps engineers have some hidden trait which I'm missing? Any advice or clues would be appreciated, regarding seaborne assaults in general, and D-Day in particular. PaladinSix
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