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Problem in first battle MCNA - Catch that train

 
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Problem in first battle MCNA - Catch that train - 1/9/2002 8:09:00 AM   
Anthony_MatrixForum

 

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This may have been dicussed before, but we have no search facility at the moment ! I decided to start the MCNA and play the short battles. In the first one "Catch that Train", i have destroyed all the cars on the train, two fuel dumps, the command post and got most of the objectives. However, the train engine was abandoned by the crew (who dispersed). I lost some infantry and one PzIIIe and took some other minor damage. All units except one PzIIIe (immobilised) retreated through the two exit hexes
(and the points listed as units exitted) When the scores were totalled, it was ~2100 me to 1300 (Brits) - a draw. I suspect the points for the abandoned/not destroyed train engine are credited to the Brits (1000pts). Anyone else seen this or similar in other "destroy objectives" missions ? Thanks
Anthony

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- 1/9/2002 9:00:00 AM   
Supervisor

 

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The key to this battle is to get in quickly destroy the train and supplies (don't forget about the ones trying to get away) an then exit the battle field on you side for maximum points. Victory hexes are not major objectives. Read your battle orders carefully. Good luck in the next battle.

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- 1/9/2002 1:21:00 PM   
Anthony_MatrixForum

 

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As said in the first email, I destroyed the train, fuel dumps etc _and_ exited all possible units through the two nearby exit hexes. I retried this scenario and managed to get 500 pts
vs the computers 1300; but I counted about 3000 pts in exit values alone, never mind the value of the destroyed train So .... which exit hex(s) should I use, the two
in the middle of the map or the normal 'retreat' hex ??????. Thanks again
Anthony

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- 1/9/2002 2:04:00 PM   
Gen.Hoepner


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I used the normal retreat Hex and got a marginal victory.The train engine was abbandoned also in my match...and got more losses that yours,so.....do not know

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- 1/9/2002 2:44:00 PM   
rlc27

 

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If you push on a little further than the train, you can attack the BR HQ unit an that'll net you some more--there's also a command post and I believe some trucks over there. I squeaked by with a marginal.

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- 1/9/2002 6:54:00 PM   
jdammeier

 

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I dunno, sounds fishy to me. I did not do nearly so well and I got a score of 10818 to 2973 for a moderate victory. I lost 7 tanks (mostly to the Matilda II's). I destroyed all the train cars but none of the other stuff. Doesn't sound like our scores were being calculated in the same way. Actually that brings up another question I have... how do you destroy units like ammo dumps? When I hit them it just says something like "~Ammo Dump is hit" or something to that effect. Some of the train cars (the tanker cars I think) were like that to so I didn't know how to destroy them.

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- 1/9/2002 8:41:00 PM   
john g

 

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quote:

Originally posted by jdammeier:
Actually that brings up another question I have... how do you destroy units like ammo dumps? When I hit them it just says something like "~Ammo Dump is hit" or something to that effect. Some of the train cars (the tanker cars I think) were like that to so I didn't know how to destroy them.
You just have to get that lucky hit that sets it off. Satchel charges or large arty will often set them off first or second try. With small weapons you just have to keep shooting at them until they blow, they don't take as many hits as something like a cave though so be glad they are as easy to kill as they are.
thanks, John.

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- 1/10/2002 12:39:00 AM   
Grumble

 

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Your egress plan is, I think, critical in this scenario (Got a Decisive when I played it). You need to hit the targets with the minimum forces to get the mission done and start exiting everyone else. (As others have said, ignore the victory hexes-unless of course you've destroyed the train and killed the crews-then you might wish to send your ACs east to intercept retreating Brit units and pick up that victory hex.) I started moving off the PzIs almost immediately-the ACs can do everything they can in this situation. Also, try to pick up crews etc. ANYTHING left at game's end counts against you.

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- 1/10/2002 8:41:00 AM   
Anthony_MatrixForum

 

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Having seen the thread http://www.matrixgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=007994 and my own estimates on the victory points, we seem to have a problem with how the VPs are being calculated in the game. This seems to be a V7.0 problem ?? Does anyone at Matrix want a copy of a saved campaign game to verify this ??? Thanks
Anthony

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- 1/10/2002 9:24:00 AM   
Mark Ezra

 

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This has been discussed when MCNA was first released. Your orders are clear: blow up the train and retreat ASAP. Do not bother with anything else. How do you win? Divide you units into an attack force of.....well hold on....
SPOILER INFO....SPOILER INFO.....SPOILER INFO
Divide your units into a fast attack force of PzIV and AC w/assault troops. Set up a screening force to defend the major exit route you choose. Blow up the train, run from the mitildas use smoke and mirrors and you'll get a major V.

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- 1/10/2002 11:01:00 AM   
Anthony_MatrixForum

 

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I am sorry, but did you actually _read_ my post???? _ALL_ my units that could move, had exited the
field via the exit hexes by turn 10. As each unit
exitted i saw a message saying
"unit ABC exited for nnn points" _ALL_ the train units were destroyed or abandoned
_ALL_ the fuel dumps were destroyed There _is_ a problem with counting VPs that I did not have in version pre 7.0 Anthony

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- 1/10/2002 11:02:00 AM   
Drex

 

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SPOILER!!!! I've played Catch That train many times due to the Crash Bug that Paul V finally fixed for me. I can get a decisive victory every time with 3 PzIIIs and the recon units and HTs. I immediately exit all other units. I may hold back a couple of PZIs but only for the first few turns. You move in on the lower road with the small force and work right into the train. these tanks will be caught by the Matildas after the train is destroyed but even if all of them don't make it back, the points are yours. the tanks make mincemeat of the train except for the tanker cars. It takes quite a few direct hits to set them off.

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