UP844 -> RE: El Alamein 1942 By IDJESTER (1/5/2018 12:59:46 AM)
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Played on both sides at Very Hard (what else?) level. Playing with the Germans, I suffered heavy AFV losses (8 AFVs) because German artillery refused to take part in the battle (during the whole game, the 120mm module never fired, the 100mm module fired once, 4 hexes away from its intended target). So I had to use the Panzers to take out AT guns and MGs; when the MMGs and the Lt Mtrs started firing (and killing AT gun crews), the British line started to break. The layered AT gun deployment was a real pain in the ***, but finally I managed to take all the VP hexes (Major Victory). Loss ratios (German/British): Squads 7:19.5 Leaders 1:11 Crews 0:7 AFVs: 8:4 I then started another game, taking the British. The AT Guns proved deadly for the Panzers: they killed 6 of them in the first turn, and at the end of turn 2, only 2 Pz III remained. When these attempted advancing in the plain between the two ridges, they were quickly killed. The British lost 2 Stuarts to German artillery. The German infantry pressed on, but once the MMGs and the Lt Mtrs were neutralised the game turned into a WW1 scenario, with infantry advancing in the open against entrenched MGs. Starting on turn 6, the British counterattacked the fleeing Germans: unfortunately, on turn 8 the game crashed, so I cannot provide kill ratio statistics, but I was mopping up sparse pockets of broken half-squads and officers, so I suppose that, if the game didn't crash, the German would have been wiped out to the last man. The scenario is quite challenging when played with the Germans; playing with the British it is "The great desert turkey shoot" (German infantry never fired its FP, which could have made a big difference). P.S. An auto-save feature would be extremely useful, both to trace bugs and to avoid having to replay a whole game.
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