Telumar -> RE: Axis turn 28 (3/12/2010 9:27:33 PM)
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ORIGINAL: sPzAbt653 quote:
ORIGINAL: Telumar 5.0 ? Again the usual question: What has been changed? Mostly the German artillery units, now they have one per division instead of two. The equipment ranges are 5 and 6 hexes, so hopefully it will work out ok that all the 150's, 105' and 75's are in the same unit now. There are so many artillery units in the scenario, maybe this will also ease some pain. This is indeed a great ease. I am still playing 3.0 and it's a lot of traffic management. The PO is working ok, but still can be easily trapped, which is a PO problem, not your fault certainly. At turn 10 now. I have chosen the small solution, GD Korps in the centre (actually my southern pincer), Army Group reserves in the north with a Pincer attack to envelope Aachen and use the Meuse as a defence line against the West. The Brits get easily overwhelmed by the might of several Pz and PzG divisions which are wheeling towards Maastricht without an enemy in sight, but resistance is stiffening in the south, especially in the Meuse direction whereas the area around Bastogne is calm, but only thinly held. An advance towards Luxembourg began very promising, but ended with the appeareance of an Arm Div. In the centre i gave too much attention to breaking through around Elsenborn which costed me precious time. I should have directed my main southern thrust further south, slightly north of Bastogne where terrain and enemy disposition have been much more favourable. There several Pz, PzG Divs and HG Pz broke through, but now seem to lack the last punch to get to the Meuse. GD Korps is following behind, ready to enter the ongoing battle against elements of three Armoured Divisions the next turn.
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