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RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 2:30 pm
by Hard Sarge
it is now morning, and it is going to be bloody, all troops are fresh and no smoke in the air yet, so almost every volly with do major damage with nothing to hamper it
finally my last gun is getting into place, I left 3 Inf behind to deal with the other VH (take all 3 and the enemy starts to panic, lowering there WTF) and here you see the supply wagons in action, well, action for a supply wagon)

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 2:42 pm
by Hard Sarge
First major issue of the day, I have to break those Inf beside the fort, didn't expect to see them there (thought they would be more north towars the other VHs) they can cause a lot of damage to my hilltop guns, Arty is good on level ground, not firing downhill)

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 2:51 pm
by Matto
From the hill you can fire where you want, but it is not so effective with losses ...
RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 2:56 pm
by Hard Sarge
ORIGINAL: Matto
Do not fight too much across night ... if it is similar like in CoG I, than your forces need rest ...
sorry when I am posting, I don't see the replies or questions showing up, yes, that is the screen, the enemy or player can not see what is behind the screen, and it causes some other issues
some of the upgrades you can get, are tactics for the screen, either making it tighter, or losser
yes, movement or fighting at night will tired you out, 90% of the time, your really just want to stand in place and rest up
I needed to cover my flank, so I am willing to risk some of my troops being tired, beside, I know I am not fighting a major/strong enemy force
if this was the main Russian Army, I would be much more careful in my movement
RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 2:58 pm
by Hard Sarge
ORIGINAL: Matto
From the hill you can fire where you want, but it is not so effective with losses ...
Roger, yes, the damage I do from the hill top with arty is not as good as it would be down on level ground, and the damage I take back, will be close to the same, so in the long run, it is not worth the damage I will take
I had been hopeing to do a quick pounding on the garrisons in the fort and then slip behind the fort and catch the enemy from behind or the flanks
RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:10 pm
by Hard Sarge
and here is a new trick
it is called a reaction range
the unit can do different things when the reaction is set or triggered, the AI uses it pretty well too

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:12 pm
by Matto
Sounds good ... and try attack enemy supply wagons by cavalry [;)]
RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:12 pm
by Hard Sarge
and you may notice those red hexes, those are hexes you are threaten in, if you are in a threaten hex and fail a formation check, your unit will go disordered, in a normal hex, you will just fail your attempt
RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:15 pm
by Hard Sarge
the enemy is close to breaking
yes, I could go after his wagons, but right now, I am wanting his Arty, and as many dead troops as I can get, I want this to be a short war, if I do it right, I got a nice pathway into Russia

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:29 pm
by Hard Sarge
and again, something new
when the enemy breaks (or you) there is no longer 3 turns of chasing, we have the Pursuit phase, sometimes it is nice, sometimes it is nasty, and it can hurt either way and both ways

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:32 pm
by Hard Sarge
and the end results, that was a weak Army I ran into

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:36 pm
by Hard Sarge
the next battle is with the Grand Armee I, and this time I have ran into the main Ossite Army
but, this is Nappy and crew, strong on Cav and Arty, weak on troops

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:47 pm
by Hard Sarge
when a battle starts, you do not always get all of your forces on the battlefield at the beginning, this time around, I am even shorter of troops, which as I said going in, the Grand Armee I is strong in Arty and Cav but weak on troops, so I am at a disadvantage from the start (at least with the way I fight a battle)

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 3:48 pm
by Hard Sarge
so i will call for some help (not that Nappy needs it, this is still a beta battle, and there are things I am looking for, besides what I am writing about)
so will call in the Armee d'Itlaia

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 4:09 pm
by Hard Sarge
yes, this looks like the main force, I have spotted 6 Cav and 5 Inf Divs

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 4:14 pm
by Matto
Whats flags on the map mean ? Spotted but unidentified units ?
RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 4:18 pm
by Hard Sarge
lots of action going on, I try to close in, and then enemy got a move in before I was finished, and mauled two of my Arty, and then I mauled them back, night time is going to be most welcome, to both sides

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 4:20 pm
by Hard Sarge
all the broken, disordered troops showing, you see the results of massive charge and counter charges going on
and looking at the WTF at the top, in 2 hours, the enemy has dropped 7 points, while I have lost 2, that is Heavy losses for a 2 hour slot
RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 4:43 pm
by Hard Sarge
this one is a bloody battle, alot of charges and counter charges, close range arty fire, and bad terrain, so everything is channeled or locked in place
the Ossites have also called for help, the numbers are going to grow on both sides
two of my guns are half strength

RE: CoG EE, the Path Of Nappy, early AAR
Posted: Wed Sep 03, 2008 4:59 pm
by Hard Sarge
I am grinding them down, but I am breaking the Grand Armee doing it, all 4 of my main Gun batterys are at half strength or less
the Ossite reinforcements are giving them the staying power needed to inflect heavy damage to my troops
I have taken one VH, and am in the middle of his reinforcements
