[A.A.R.] CoH- A Beginners A.A.R.

Post descriptions of your brilliant successes and unfortunate demises.
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »




Image

I roll a 7(+4 FP,+2 Roll Bonus =13) to hit the enemy with just enough to eliminate it (12 Defense Rating, +1 Light Woods =13). The Soviet Rifle Squad is removed from play.

I have one unit that has yet to be activated, the Rifle Squad in the Woods. This unit is out of the LoS of all enemy units so it's eligible to HIDE. It cost 7 AP's to Hide a unit. To Hide a unit you press the HIDE button on the bottom of the toolbar. This button, like all the others in this toolbar, are only highlighted if the action is allowed.

For example, the LOAD UNIT button will never be highlighted for this scenario because there are no transports available.

I click the HIDE button and my unit is now Hidden and not an eligible target for the enemy. An icon with a tree above the Hidden unit shows that it is in fact Hidden and another icon will appear in its Unit Info Panel. Hidden units are automatically revealed if they take any action other than Hidden Movement. Units can perform Hidden Movement by paying +3 AP's to enter a hex that provides cover (light woods, woods, buildings etc) and +5 AP's to move Hidden into Clear terrain.

Image

I am out of moves so I will pass repeatedly until the enemy does the same and the turn ends. I could pass my whole turn by pressing the PASS ENTIRE TURN button in the bottom toolbar(looks like a stop sign with an X in it), but I prefer to see how the enemy moves at my own pace.
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
Tordan69
Posts: 25
Joined: Wed Dec 02, 2009 11:23 am
Location: Stockholm, Sweden

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Tordan69 »

What TGB said. ;)

Great AAR. Looking forward to the continuation. Also, can you shed any light on what type(s) of multiplayer "methods" the game has or is that still under development/NDA?
/Sweden
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »



Image

Game Turn 3 begins with me receiving my Pioneer unit reinforcement. I had a choice of placing the unit in any hex in the reinforcement area so I chose to place it in a hex that was out of any enemy unit's LoS. You can also see that all my units have had their AP's set back to the max amount of 7, that I received the Dual Action card, and that the enemy unit has fanned out for its push. Players may stack their units without suffering a penalty, but any attack against a hex with multiple units affects all units in that hex, including other friendly units. You'll also notice that my CAP's are now lowered to 7 from the loss of my unit.

I spend 5 movement points (+2 Woods, +3 penalty) and have my Rifle Squad perform Hidden Move into the Woods hex to its front. My plan is to keep this unit hidden until just the right time. I also move my right LMG two spaces forward to occupy the Woods hex next to my Hidden unit. I then convert three CAP's to AP's so that my just moved unit will have the 7 AP's needed to make a Hasty Defense. I click the HASTY DEFENSE button (shovel & sandbags icon)highlighted in the bottom toolbar.
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »

Image

Hasty Defense are quickly erected fortifications such as stacked logs, furniture in buildings, shallow foxhole etc. A unit that has performed Hasty Defense gets a +1 defensive bonus in addition to any bonuses the terrain it is in might also add. In our case the LMG would benefit from a +1 Woods bonus and a +1 Hasty Defense bonus making their Defensive Value 14. A counter with an icon of some logs and rocks will appear above the unit to display a Hasty Defense has been erected.

A Hasty Defense stays in effect until the unit that made it Moves, Pivots, or is destroyed. Only one unit may benefit from a single Hasty Defense although several units in the same hex could all erect Hasty Defenses. No more than one Hasty Defense per unit though.


My plan at this point is to blast any units coming out of cover or near enough to the Victory Hex with my LMG's while my Pioneer Squad comes up from behind to cause havoc. As an enemy squad nears the Victory Hex I use my LMG on the left to attack it while using two CAP's to influence the roll.


Image


**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
ioticus
Posts: 192
Joined: Sun Jun 13, 2004 4:26 pm

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by ioticus »

Does the AI take advantage of options such as hidden movement and hasty defense?
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »

ORIGINAL: Tord Hoppe

What TGB said. ;)

Great AAR. Looking forward to the continuation. Also, can you shed any light on what type(s) of multiplayer "methods" the game has or is that still under development/NDA?

Actually they have a matchmaker system for lack of better words. Dead tired here so the thinking comes labored.
Basically when you choose multiplayer in the Main Menu, you are taken to a Lobby for CoH where you can see the other people online at the time. It has a chat function and also a forum for adding posts. Inside the lobby one can host a game and the other player joins. Handicaps can be set to allow for leveling out player skill resulting in added CAP's to either or both players.
ORIGINAL: ioticus

Does the AI take advantage of options such as hidden movement and hasty defense?

The AI didn't use either during this firefight.


Image

I next advance my Pioneer Squad towards the enemy and have managed to come within two hexes of a Soviet Rifle Squad while still being out of its LoS. This has left me with an opportunity and I seize it. By playing my second Duel Action card I'll make a double move, this time with my Pioneer Squad, and move adjacent to the enemy's rear flank. This sets up an attack at a great bonus before the enemy can pivot to respond. Should be devastating.

Image Image


My Pioneer Squad now has an incredible 91% chance of hitting the enemy squad. I roll an 8 which is modified by +7 ( +2 firepower, +2 flank attack, +3 close range) = 15. Since my roll was 4 more than the enemy's Defense Value ( rear defense value =11) the unit is immediately eliminated. Flank attacks can be very deadly so one would do wise to limit their units to them. You'll notice that while the Pioneer Squad has a higher Firepower, its Range is only three hexes. I attack an enemy squad with the Pioneer 5 hexes away (long range -2 penalty) for an 8% chance and miss. With my units out of AP's and CAP's I can only watch as the enemy advances in strength towards the Victory Hex in order to solidify its gains. One enemy squad had been sent to challenge my Pioneer unit, but by the time it gets within Range it is out of AP's and cannot attack. Both me and the AI pass consecutively ending Game Turn 3.

**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Erik Rutins
Posts: 39650
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Erik Rutins »

ORIGINAL: ioticus
Does the AI take advantage of options such as hidden movement and hasty defense?

It can use both, FYI. It does not always do so, depends on what it thinks is the best idea at the time.
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
raizer
Posts: 276
Joined: Mon Dec 06, 2010 1:30 pm

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by raizer »

I would like to see some group movement/group actions/fire groups thru the use of sharing APs,Caps and also cards. Winning and losing this game comes down to doing stuff with groups, either thru the use of caps and keeping the units fresh, using cards in groups, and keeping the units fresh, or using APs in firegroups or movement groups and spending them.
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »


ImageImage

A glance at the screenshot above shows the current situation on the map. The battle could go either way at this point and may come down to who can get the best rolls at the right time. So far I have been very lucky with them. Good cards too.

The Russians win initiative and the Soviet Rifle Squad moves one hex closer to my Pioneer Squad's flank. I move my Pioneer Squad one hex to its rear to deny the enemy the cover provided by the Light Woods and also to change my facing towards it.
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »

ORIGINAL: raizer

I would like to see some group movement/group actions/fire groups thru the use of sharing APs,Caps and also cards. Winning and losing this game comes down to doing stuff with groups, either thru the use of caps and keeping the units fresh, using cards in groups, and keeping the units fresh, or using APs in firegroups or movement groups and spending them.

These things would call for a bigger scenario I think. Of course all these can be done ingame. I think I need to be schooled in the firegroup part of the system as I seem to rarely use them although I definitely group move when I can. Really cannot wait to do some more multi player against veterans who know this system inside and out.
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »


Image



The enemy attacked and rolled an 11 damaging my Pioneer unit. I choose to play my Auto Rally Action Card to rally my damaged Pioneer Squad. I could have tried to rally the unit by spending the 5 AP's, but would have risked failure had I rolled a 6 or less. With the Auto Rally card, success is guaranteed.

Once played the Soviet Rifle Squad attacks with a strong roll of 11 (4 Firepower,+3 Close Range, -1 Terrain, +1 CAP) =18 which is exactly 4 higher than the Pioneers modified Defense Value of 14. The just rallied Pioneer unit is killed outright. Seems they were sent on a fools errand.
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »


Image



With the Soviets controlling the Victory Hex I attack it with my LMG and score a Hit, spending CAP's . The other enemy squad advances and I attack again, but this
time even the extra 2 CAP's I spend cannot modify my roll of 6 enough to score another Hit to finish it off.



Image



I attack with the same and miss again this time by rolling a measly 5. The roll gods have evidently turned against me.
I'm not worried of course because right now I have overwhelming firepower and great defensive positions.



Image


With the enemy so close to my Hidden unit I attack with my leftward LMG and spend my last CAP in doing so. I miss as I do two more times with regular chances. Having exhausted my LMG fire, I feel it is a good time to bring my unit out of hiding and attack the the Rifle Squad at close range.



Image



That attack damaged the enemy squad although a follow up attack fails to get a hit. My last AP is spent to change facing just in case the enemy was able to gain 2 moves and get a flank attack. I decide to hold off in using the Command Action card I have remaining until I really need it. Might be a mistake.

Both sides pass and the last game turn is at hand.


**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »



Image


Game Turn 5 starts with the Soviets winning initiative. The AI Rallies one of its squads as its opening move. Now is the time to really mop these units up. I have to be careful to save enough AP's or CAP's to move into the Victory Hex this turn, but this shouldn't be a problem especially considering my resources. I was given the Mark As Used Action Card which I use and then select the unit in the Victory Hex.


Image


The other enemy squad attacked my newly revealed Rifle Squad with another 11 destroying it. In hindsight I might have done better playing it on that squad because even though it had spent 5 of its AP's to Rally, it used what little CAP's it had left to attack me. The AI spent the maximum +2 on CAP's which again is very sound application seeing that that attack was the only one it can make for the remainder of the game(one unit too far away and one unit struck after my Action Card). These things might seem minor, but knowing that the AI spent those CAP's then and didn't end the game with CAP's in its pool is welcoming.

I need some good rolls right here, right now. Therefore I attack with my left LMG to try to quickly destroy the enemy so I can use my other LMG to advance on the Victory Hex. I'm now glad that I did in fact keep my Command Action card as it will be needed in the future I believe.

**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »


Image


Spending 2 of my four CAP's I fire on the enemy in the Victory Hex with a 72% chance and miss TWICE. Now I need a miracle. One more missed attack at a 41% chance leaves it all up to the last LMG.

It attacks at a 41% and misses before it scores a hit on its second attempt. The Soviet Rifle Squad in the Victory Hex is finally destroyed. The enemy Rifle Squad at the rear of the map is doing its best to close the distance and gain LOS it would seem. I don't think they will be a factor.


**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »




Image


With thee AP's left I march to the Victory Hex with the expectation of attacking the nearest enemy squad from the rear.


Image


I play my Command Action card as my final action and attack the enemy with a 91% chance of hitting.


Image


Scoring a Hit and damaging the unit only keeps me from gaining another point for kills. This is how the end of the game looks with me in control of the Victory Hex and time run out.


**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
User avatar
Blind Sniper
Posts: 862
Joined: Sat Aug 09, 2008 4:19 pm
Location: Turin, Italy

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Blind Sniper »

Thanks for your report [:)]
WitP-AE - WitE - CWII - BASPM - BaB

[center]Image[/center]
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »

You're welcome. Hope y'all enjoyed it. I will be posting the END GAME screens for follow up.
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
raizer
Posts: 276
Joined: Mon Dec 06, 2010 1:30 pm

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by raizer »

ORIGINAL: Missouri_Rebel
ORIGINAL: raizer

I would like to see some group movement/group actions/fire groups thru the use of sharing APs,Caps and also cards. Winning and losing this game comes down to doing stuff with groups, either thru the use of caps and keeping the units fresh, using cards in groups, and keeping the units fresh, or using APs in firegroups or movement groups and spending them.

These things would call for a bigger scenario I think. Of course all these can be done ingame. I think I need to be schooled in the firegroup part of the system as I seem to rarely use them although I definitely group move when I can. Really cannot wait to do some more multi player against veterans who know this system inside and out.

as long as it can be done Im happy!...the fire groups will be necessary to take out the hard to kill russian tanks ;) Trust me in the Kursk board games, a KVI in the woods is almost immune to AT fire until you get at it with a 75mm+ (tiger anyone) and the xtra help a fire group brings.
User avatar
Harv
Posts: 38
Joined: Tue Oct 24, 2006 3:53 pm
Location: Saskatchewan

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Harv »

Thanks for taking the time and effort to give us this AAR! I really had no idea how the game played, and this explained everything perfectly. Looking forwards to May 8 even more now. :)
User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: [A.A.R.] CoH- A Beginners A.A.R.

Post by Missouri_Rebel »

You're welcome Harv. You're just who I was hoping to reach.

Sorry bout the late end game screens. Life just got very hectic for me. I'll put them up tomorrow.

mo reb
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
Post Reply

Return to “After Action Reports”