AAR - Battle for the Warta Line (German)

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UP844
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RE: AAR - Battle for the Warta Line (German)

Post by UP844 »

I also tried a very northern approach, moving along the north map edge (a sure way to have a secure flank) and all the German units exited on Turn 5 [X(].

Despite the Polish OBA making some damage (it killed a squad, STUNNED and then killed a HT, and broke some squads slowing the German advance), the 5-to-1 numerical superiority of the Germans overwhelmed the Polish defenders on the northern hill.
The other HT was STUNNED by HMG fire and both of them played no part in the battle, but this did not affect the scenario outcome.

On a side note, a previously broken Polish squad self-rallied and attempted to go back to its set-up hex, but was wiped out by German fire as soon as it entered the level 1 hexes.

I will try making some experiments on this breakthrough scenario issue.






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Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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RE: AAR - Battle for the Warta Line (German)

Post by UP844 »

I edited the scenario, adding a string of VP hexes running along a north-south line and changing the orders of a few Polish units from "DEFEND HEX X,Y" to "NOT DEFINED" (which, if I have correctly understood the AI psychology, should have them move to retake any VP conquered by the Germans).

I disabled the "Fog of War" feature to see what the Polish unit do and took the north approach again. I regret having to report that the units with "NOT DEFINED" orders moved as soon as the Germans took some VP hexes, and then ran in circles near their starting locations, moving 1 hex per Movement Segment [&:] instead of attempting to retake the lost VP hexes.

P.S. I noticed the Polish OBA is a 80mm rocket. Shouldn't it be an 80mm mortar? In all the tests I made, it only fired 1 or 2 times. I did not miss the ceaseless pounding typical of the AI OBA, but it can make things a little bit more difficult for the Germans.



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Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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Hailstone
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RE: AAR - Battle for the Warta Line (German)

Post by Hailstone »

Of course, you are right about the artillery and I confess to not knowing they were rockets, my "R Suffix" string. I was only recently
educated by Big Ivan and Rico so, yeah, please make the appropriate changes. I've learned quite a bit about making scenarios and as
I continue they are getting better, at least I tell myself that.

A responsive AI would make all the difference but we fight with the army we have. Didn't I hear that somewhere? I noticed where
Defend Hex works differently between infantry and AFV's. The infantry is much more responsive and will move to the hex but the
AFV's often just start their engines then stop without moving a single hex.

We have much to learn, still. [;)]
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RE: AAR - Battle for the Warta Line (German)

Post by UP844 »

Do you remember the introduction to the rules for thrown DCs, back in COI/COD days? "Desperate men in desperate situations do desperate things".

In a desperate attempt to instill some aggressiveness into the AI, I changed the orders for the 4 squads and 2 leader making up the (admittely meager) Polish reaction force from "NOT DEFINED" to "ATTACK".

I made a northern attack and, on the Polish Turn #1, the units started moving. I was pleased to see them move, but I did not understand why they did so, since I had not yet taken any VP. On Turn #2 the units ran to the nearest Exit hex and then began a cycle, advancing out of the hex in the Advance Segment and then moving back in the Movement Segment [:@] [:@] [:@].

I am running out of ideas about this issue [&:].

P.S. I also changed the Polish OBA from "80mm R" to "80mm MTR" and it fired three times (causing no damage, but this is another matter).
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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Hailstone
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RE: AAR - Battle for the Warta Line (German)

Post by Hailstone »

DEFEND HEX is the only way I found to keep the units from the exit hexes. I avoid scenarios that require
the Defender to move units or receive reinforcements because the AI doesn't follow the commands, at least
as far as I understand they should work. [;)]
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