AAR - The Big Chill Breakout

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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Victory

Post by Arjuna »

In the dark, the 1054th closes with the edge of Eindhoven. The 2nd Bn 107th Pz Regt grinds through the streets towards the factories of Gennep. The 1053rd Inf Regt creeps unseen across the fields. Then all hell breaks loose.

The inf company on the right flank of the 1054th line falls back. The company to the left, backed up by the remaining StuGs holds and returns its own fire on the enemy. For the next hour a bitter firefight ensues. The right flank is forced back but the left hold strong, fixing the enemy in this vital NW sector.

The 1053rd still advances unopposed. An hour before dawn the fields are set ablaze as the enemy artillery comes down. Machine guns fire from the edge of Gennep. The 1053rd returns fire, engaging the left flank of the enemy defenders in Gennep.

Meanwhile the 107th storms into the factory complex. At first the enemy companies hold. but then one by one, worn down by three full days of bitter combat, they start to retreat. Retreat turns into rout. The second line is reached, engaged and it too succumbs to the firepower and shock effect of the panzers.

The 1053rd engages the enemy units now fleeing to the south. Finally, the 107th links up with the 2nd FJ Bn HQ, who has so desparately held onto its position in the centre of Gennep.

And not a minute too soon. At 5am, with the sound of gunfire ringing throughout Gennep and despite my earlier fears I secure a decisive victory.

What a battle!
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Final Wrapup

Post by Arjuna »

Unbenown to me the enemy really was a spent force. Most of his companies were at 25% strength or less. Many had been destroyed - 20 to my six. The 9th DLI west of Aalst could only muster a 100men out of an original 700. While the 7th FJ Regt was no longer a credible force it had performed well bearing the brunt of most of the enemy attacks.

I was a little surprised at the number iof enemy units and men in the NW of Eindhoven. Effectively the entire 69th Bde. They were a constant thorn in my side. In hindsight I should have tried to block these before they crossed the river/canal. Resting the 107th on Day 2 after supposedly securing Eindhoven was a mistake. I should have deployed at least one company to each of the four bridges. But then that would have left me with no one to attack. If the 723rd Inf Regt had got to Eindhoven quicker, it would have been better. Maybe this could have been achieved by diverting part of the 7th FJ to secure the canal crossings.

There are always many what ifs after a battle and that is good. There is still plenty of scope for replaying this little gem as the Germans. But then again I want to try my hand in charge of the British 4th Arm Bde. I'm sure I could have handled it better. ;)
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Post by Grouchy »

Very nice AAR.
Also nice to see those FJ & brittish Coy's.
...and the map! Finally I can refight those battles on the ground where i was born/life and work today, it gives you a strange feeling (although i still see some typo's ;) )
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Post by Arjuna »

Grouchy,

Thanks. What typos? ;) Send me a list of corrections soon and I'll fix them. :)
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Post by CriticalMass »

Very Nice, thank you.

Something constuctive to do on this Easter Friday bank holiday here in the UK. (but don't tell...her)

Can I assume this is the new interface (I see a 2.0.54 build number on the shots).

Also, a couple of additional tasks (an explanation would be chipper) and volume control etc.

And finally, also, a darkened map for the night? Superb!!!

TANX
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Post by Arjuna »

Yes this is the interface as it stands at the moment. We are continuing to develop it. There are new map graphics in the works, which use anti-aliasing to smooth out the lines and alpha channel support. Plus there will be different textures at each zoom level. So all in all the map should look very spiff. :cool:

As you noticed the map darkens at dusk and gets even darker at night and guess what, it gets brighter at dawn too. :) You might have noticed the presence of some black outlines which are drawn to indicate older enemy intel. You can change the intel display from all, recent and current with a keyboard shortcut.

If there is anything else that looks new to you just ask.
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Post by U2 »

Great AAR, thanks
Originally posted by Arjuna

As you noticed the map darkens at dusk and gets even darker at night and guess what, it gets brighter at dawn too. :)


Brighter at dawn!? Groundbreaking stuff:D

Seriusly though I look forward to the new features and new battles.

Cheers
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Re: AAR - The Big Chill Breakout

Post by Fallschirmjager »

Originally posted by Arjuna

The scenario lasts for 36 hours over four days.




:confused: :confused: :confused:
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Post by CriticalMass »

If there is anything else that looks new to you just ask.


yes, the new Task button?
I decided to ignore my orders and to take command at the front with my own hands as soon as possible
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Re: Re: AAR - The Big Chill Breakout

Post by Arjuna »

Originally posted by Fallschirmjager
:confused: :confused: :confused:


ie. it starts at 0500 on Day 1 and finishes 0500 on Day 4. :)
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Post by Arjuna »

Originally posted by CriticalMass
yes, the new Task button?


That's the Construct Bridge task. You can now order your Bridging Engineers to construct a bridge at a crossing point. Each Bridging unit carries a number of portable bridges - set in the ScenMaker. They and other field engineer units can contribute their engineering points towards constructing the bridge. So by assigning extra engineers you can build the bridge quicker. There is a limit to how many though.

Of course the number of points added each minute depends on the status of the eng unit - how surpressed it is, tired etc. By selecting the crossing icon you can now see the construction progress ( and priming progress and status ) in the side bar :cool: .

Of course building a light road bridge takes quite a long time and much longer for a heavy road bridge. It's also a good idea to make sure you have secured both sides of the crossing. :p
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Post by CriticalMass »

MERGED!!! nearly missed that one.

how does that work?

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Post by JeF »

Dave,

nice AAR. Well done for your victory.

That's what is called a bone !

Is it all you can show from the reworked interface ? Where is the 3D map and pixelised Tigers ? What do we have to do to gain energy crystals and to mine gold ? ;)

More seriously.
Map that gets darker at night. Very good idea. I recently lost my first drive to Singling because I lost count of days and night. I was too late (as usual), thinking that I still had one full day to complete ...

Keep up with the good work.

BTW: didn't you want to get rid of the re-org task ??

JeF.
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Re: Re: Re: AAR - The Big Chill Breakout

Post by Fallschirmjager »

Originally posted by Arjuna
ie. it starts at 0500 on Day 1 and finishes 0500 on Day 4. :)



Wouldnt this be 96 hours instead of 36?

Or am I missing something?
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Post by Kevinugly »

Well, you know what it is with these Aussies, they're more used to counting sheep. 1,2,3,4 ......... 19,20, err ...... loads !!! It's either that or they fall asleep.:D

It is a great AAR though, the enthusiasm Dave has for the game comes over very well. If the game is only half as good as he obviously wants it to be it should still be a corker.
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Post by Arjuna »

Damm, I certainly botched the maths on that one. The scenario runs for 72 hours over four days. Sorry. :o

Just goes to show, I really needed to take yesterday off. :)
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Post by Arjuna »

Originally posted by CriticalMass
MERGED!!! nearly missed that one.

how does that work?

Critical


Sorry Critical, but I don't understand what you mean by "MERGED!!!".
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Post by CriticalMass »

In your AAR you say:
The 7th FJ Regt AT Pl is disbanded and merged with another unit


unless I've been missing this in RDOA (I've never noticed it occuring ;)) this suggests a new feature.

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Post by Arjuna »

Oh yeh. Units that drop below a certain number of men ( 10 I think ) or a certain % ( 2 or 3% ) and are under threat may disband and their personnel and small arms added to a suitable nearby unit. This is handled by the AI. The player has no control over it. If there is no suitable nearby friendly unit then they may surrender to the enemy :(
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