Kampfgruppe Peiper

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

Moderators: Jason Petho, Peter Fisla, asiaticus, dogovich

Post Reply
PaladinSix
Posts: 79
Joined: Fri Jan 06, 2006 11:29 pm

Kampfgruppe Peiper

Post by PaladinSix »

Can anyone give me some tactical tips for the first scenario in the Kampfgruppe Peiper LCG? I seem to have an inordinate amount of difficulty getting past this first mission with anything approximating 'acceptable losses.'

Given the relatively short time-limit (a common problem), the only method seems to be charge ahead with my heaviest units (Panzer Mk Vs) and hope for the best. As a result, I constantly blunder into minefields and anti-tank gun ambushes (damn that 'recon by death' problem), and when I get to the end, I'm too badly mauled to continue the campaign. Pehaps I'm going about it the wrong way, but I'm actually trying to complete the mission as stated. Is there any penalty for a minor defeat in a LCG?

Thanks for any help, and for those who haven't played this LCG, beware potential spoilers may follow.

PaladinSix
User avatar
golfbill
Posts: 30
Joined: Thu Jan 04, 2007 9:36 pm
Location: Minden Nevada

RE: Kampfgruppe Peiper

Post by golfbill »

The only way I have ever gotten anywhere with this one is to use the engineers as your scouts. Get the engineers to the head of each column and they can take care of the mines. Also get the infantry on a parallel course course next to the roads.

golfbill
golfbill
PaladinSix
Posts: 79
Joined: Fri Jan 06, 2006 11:29 pm

RE: Kampfgruppe Peiper

Post by PaladinSix »

That was my thinking too (after several costly minefield-mistakes). However, to properly clear the mines and the many roadblocks burns too many turns (unless I'm doing it wrong). By the end of the scenario, I'm not close to the final victory hexes, nor to the exit hex. Just can't figure this one out.

PaladinSix
PaladinSix
Posts: 79
Joined: Fri Jan 06, 2006 11:29 pm

RE: Kampfgruppe Peiper

Post by PaladinSix »

By the way, anyone know what happened to the Panzer VIBs that are promised in the OOB? They don't make an appearance, at least not in the first two scenarios.

PaladinSix
User avatar
Jason Petho
Posts: 17587
Joined: Tue Jun 22, 2004 10:31 am
Location: Terrace, BC, Canada
Contact:

RE: Kampfgruppe Peiper

Post by Jason Petho »

From what I remember, they show up later on in the campaign. I recall they definitely show up in the last scenario.

Jason Petho
TAIL GUNNER
Posts: 1156
Joined: Wed Apr 27, 2005 5:10 am
Location: Los Osos, CA

RE: Kampfgruppe Peiper

Post by TAIL GUNNER »

ORIGINAL: PaladinSix

Can anyone give me some tactical tips for the first scenario in the Kampfgruppe Peiper LCG? I seem to have an inordinate amount of difficulty getting past this first mission with anything approximating 'acceptable losses.'

Given the relatively short time-limit (a common problem), the only method seems to be charge ahead with my heaviest units (Panzer Mk Vs) and hope for the best. As a result, I constantly blunder into minefields and anti-tank gun ambushes (damn that 'recon by death' problem), and when I get to the end, I'm too badly mauled to continue the campaign. Pehaps I'm going about it the wrong way, but I'm actually trying to complete the mission as stated. Is there any penalty for a minor defeat in a LCG?

Thanks for any help, and for those who haven't played this LCG, beware potential spoilers may follow.

PaladinSix

It's been awhile, but here's what I recall...

I seem to remember that after you've cleared out that first roadblock, it was a pretty straight shot thereafter to the VP hex. Definitely lead with the Panthers after you've broken through, screened as best you can with the expendable FJ troops.
I always take the PzIVs on a cross-country rampage straight west with a few FJ troops. Soon you come upon some Priests for some easy VPs, then head the Panzer IVs back north to link up with the main thrust.

Your main goal isn't killing the enemy, it's getting as many German units as possible through the exit VP hex.

It's a toughie, and they don't get any easier after this...[X(]
I recall at the end of this LCG, my PzIVs were about 25% strength, Panthers around 50%.

Good luck!

"If you want peace, prepare for war."
Conny D
Posts: 52
Joined: Tue Nov 27, 2007 2:34 am

RE: Kampfgruppe Peiper

Post by Conny D »

Is there an explanation why KG Peiper campaign is over after capturing Meuse crossings? The objective was Antwerp not Huy
Post Reply

Return to “John Tiller's Campaign Series”