JKG -> Utah to Rhine Opening Scenario (2/1/2001 9:55:00 AM)
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Wild Bill- thanks for a devilish opener that was a joy to play (multiple times)!
Core Force
1FO then 3X-
Rifle CO HQ
Rifle Plt
30cal MMG Sec
76mm AT Sec
Lt Truck Sec
M10 Sec
Aux
2 Mot Recon Plt
3 Plt Med Truck
1 Battery 155
2 Battery 75
Reinforcements
1 Rifle Plt
1 Halftrack Plt
Three pronged attack with equally divided forces.
Southern attack caught up to the PIV's and PV's before they moved out and engaged with rear shots and destroyed all except 1 PV. Then proceeded to assist with final assualt on town.
Middle Force cleared small houses and victory hex closest to beach. Infantry moved on to support airborn assault on town. M10's stayed back to assist with Ger amour coming up from the south.
Northern Force supported northern most airborn plt then both moved to support assualt on town.
Reinforcements bought on T10 and supported final assualt on town and provided more secure mobility for infantry over the vulnerable soft trucks. A sec of M10's and the Mech Plt were the only ones to make it to the last row of victory hexes. The foot infantry couldn't advance any farther than the first row due to lack of time.
Oops forgot the special forces section I bought that wiped out the pillboxes in the town. Took me two previous tries and someone else's post to think of it [img]http://208.185.88.171/ubb/smile.gif[/img]
Result decisive victory 8804 to 757 on last turn of game.
Observations/Questions
1) Did you plan to place bell towers/observation posts in the town? I noticed several building with 100+ height. I figured it out b/c they were able to shoot at my advancing infantry over the smoke screen laid by OB Arty.
2) I noticed during the AI's turn that several of my units would take apparent satchel charge hits and start my turn routed. These units were in my rear and I never detected any Ger around firing on them. Usually you know when you are spotted by the asterix, but it was not present. Any thoughts on these mysterious assaults?
3) The scenario seemed to end on T19, not 20 as listed. On two previous attempts, I ended up 1 turn short, thinking there was one more turn to play.
4) Mines are everywhere. I would be moving my troopers along then out of nowhere BOOM! I jumped each time, scared the mess out of me. Nice touch.
5) German special ops were a bear to kill. I had to move a unit on top of them, kill one and hope they would surrender. They were crack shots, very deadly.
6) Must have been reserve crews driving the Ger armored forces. Very easy to dispatch with available airborn and AT guns. I found the infantry much harder to deal with.
7) OB arty is so unreliable, it makes it a dicey proposition to buy. It was difficult to fire more than 1/2 of the total rounds in 20 turns. Even so, high caliber arty MADE the difference. Only way to take the town.
8) Ranger special forces. I could not assign the Ranger 30cal MMG to infiltrate. You buy them as special forces, but it seemed only the infantry could be assigned infiltration targets.
On to the next one. I'm sure it will be as enjoyable as the last. Thanks again for putting together what appears to be a great campaign.
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