RE: CSV T48 (Full Version)

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Boonierat -> RE: CSV T48 (6/27/2008 12:32:04 PM)

There's no counterbattery fire in TOAW for stand off artillery attacks afaik.




larryfulkerson -> Counter battery fire example (6/27/2008 7:13:07 PM)

Here's a situation where I attacked some Allied arty with my arty and sustained some losses....so I'm thinking that the Allied arty did get a chance to fire in defense. I don't remember ever getting any losses when I attacked an airbase however.

[image]local://upfiles/16287/8BBE77AEE89E43D2ACE329BDF4510C63.gif[/image]




sPzAbt653 -> RE: CSV T48 (6/28/2008 9:04:09 AM)

I used the highlighted artillery unit to attack the Soviet airbase (the air unit stacked with an artillery unit) and didn't get counterbattery fire. If I used the 'single unit attack' choice, then I did get counterbattery fire with losses to both artillery units and the air unit. So if you use 'airbase' attack, the artillery in the hex apparently don't care that their airbase is being shelled. I thought they did, sorry about that.

[image]local://upfiles/24850/DD38DE89D36447139F347AAA1A5BA79E.jpg[/image]




Raindem -> RE: CSV T48 (7/5/2008 2:15:45 PM)

Good catch.  I had always assumed counter battery worked for airfield attacks just like attacks vs. hexes.

Attacking a hex directly seems to have a more realistic outcome for both sides.  I might consider a house rule against airbase attacks until this thing is straightened out.




Gustave -> RE: CSV T48 (7/6/2008 3:01:01 PM)

quote:

ORIGINAL: Raindem

Good catch. I had always assumed counter battery worked for airfield attacks just like attacks vs. hexes.

Attacking a hex directly seems to have a more realistic outcome for both sides. I might consider a house rule against airbase attacks until this thing is straightened out.



I agree.

An example where Elmer destroyed 400 aircrafts in a turn using RR Guns (Range 115km, 12 Hexes).

Elmer don't respect the rules! [:@]

GUS



[image]local://upfiles/29337/2A5A09C5361544599E57EDC224D81C63.jpg[/image]




sPzAbt653 -> RE: CSV T48 (7/7/2008 6:52:21 AM)


quote:

ORIGINAL: Raindem

I had always assumed counter battery worked for airfield attacks just like attacks vs. hexes.



Me as well. Whenever I moved an air unit to a base close to front lines, I would stack it with an artillery unit and a flak unit, for protection. I suppose that since air units can also choose 'Airfield attack' that the flak would also be ignored.

Gus, nice screen shot of crafty Elmer. I usually can't get my rail artillery that close, as enemy interdiction while moving will wipe them out.




Gustave -> RE: CSV T48 (7/7/2008 12:48:43 PM)


quote:

ORIGINAL: sPzAbt653

Gus, nice screen shot of crafty Elmer. I usually can't get my rail artillery that close, as enemy interdiction while moving will wipe them out.


This is Götterdammerung Scenario's turn 1. Allied Air units are resting so Elmer can do Whatever he want. Forunately, he did't drop paratroopers on Anvers to cut my supply lines...[8|]

Gus





Raindem -> RE: CSV T48 (7/9/2008 11:49:23 PM)

Allied Turn 73,  Jan 1971 -

Larry and I have pretty much agreed that this game will result in an Allied victory.  But for playtest purposes we are going to ride it out to the end.  Scenarios this long often suffer from lack of full-length playtests.

As far as our match goes the Allies still control the whole country.  The NLF can muster only spurts of activity which are not a problem for me to counter.  I have noticed, however, that my units are getting tired.  I didn't want to request more replacements so many of my combat battalions are down to half strength.  Otherwise everything is going just fine and dandy.




Raindem -> RE: CSV T48 (7/24/2008 3:25:09 PM)

Allied Turn 90, Jun 1972 -

18 months since my last report and not much has changed.  The NLF continues with sporadic cross-bordrer intrusions and VC activity.  Since neither results in victory points or troop escalations the debt they pay is questionable.

The victory level is at a whopping 142, the highest I've ever seen the Allied total go.  For purposes of our playtest, and to try a different strategy that I normally wouldn't use, I've decided on a voluntary early U.S. withdrawal (before the EEV forces you to do it).  So I've activated the early Vietnamization option which I typically don't do this late in the game.  As the ARVN mobilizes I'll start withdrawing U.S. ground troops.  The 23rd division will then be activated to replace all current in country forces.  Air power will remain as long as I can afford it.  If my calculations are correct I should be able to maintain U.S. air forces until the end of the game.




Raindem -> Game Over (9/2/2008 2:12:50 AM)

The Allies won a decisive victory in this match. The game revealed a couple items I need to work on before I release this version, but overall it was a successful test. Thanks to Larry for being willing to go all 132 turns with this monster.




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