Page 2 of 2
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 7:52 am
by jnpoint
I have played this scenario as Axis and Allies. So far only on easy. As Axis I had no problems to hold the Allies from breaking through. As Allies I only got a 'draw'. I never got any good odds against the German units. It was most of the time in their favor. Mostly 7-23 against 17-70 (sometimes more than 90). Something I do wrong?
And sometimes I do not understand those CV numbers. Just had a battle where my odds was 17/192 - and THEY retreated? Why - I should have no chance to win that one or what?
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 11:55 am
by marion61
It's a good scenario and fun to play, but it taught me exactly why I shouldn't invade as the WA's in Normandy [8D].
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 1:56 pm
by Devonport
ORIGINAL: Joel Billings
Don't forget to use maximum interdiction on the part of the front you are trying to penetrate. This can be the key to a quick breakout. However, getting stuck the first time you try this scenario is par for the course, and if you don't get going well on turn 1, it is possible to stay stuck in the bocage for a number of turns.
I'm interested that all the advice is to use interdiction in these circumstances but not Unit attack. Why is this, and what is unit attack for then?
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 2:08 pm
by marion61
Unit disruption before ground combat. It reduces their effectiveness and is just as important when assaulting tough positions.
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 2:59 pm
by Joel Billings
Bomb unit will cause disruption, which is converted to fatigue at the end of the attack. So doing some bomb unit can be useful in reducing the defensive capability of the unit (in addition to killing a few elements and placing a small amount of interdiction in the hex). Interdiction is very useful because it effectively pins the elements in place and prevents easy movement of the elements to the key point of battle. In the game it does this by causing disruption at the start of any battle. So a high interdiction level in a hex will greatly disrupt the defenders in the hex. It can also make it harder for reserve units to commit to the battle. In Normandy given the two tac airforces nearby in England, you should be able to achieve high levels of interdiction (6-9) on the critical sector of your attack. The AI can reach Avranches on turn 1, and you should be able to do this as well. Playing on easy will make it harder for the Allied AI to breakout. If you are the Allies on easy, you should be able to breakout on turn 2 if you match the AI's normal turn 1 moves. If you don't have inerdiction over the front and 2-3 hexes behind it that are in the high single digits, then you aren't focusing your airpower as you should.
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 3:02 pm
by Joel Billings
I would need to see more info about a 17 to 192 battle to understand why you won. Are you looking at the combat CV predictor in the rollover before you make your attack? There are some factors not in the counter CV so looking at the rollover can help some. The defender might have a strong CV on the counter, but if you have a 9 interdiction over the hex, you may disrupt so many defenders that his CV is much lower. Then you may shoot up the rest (killing/damaging/disrupting even more defenders) so that there is little defensive CV remaining when it checks to see what the final odds are.
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 3:38 pm
by jnpoint
ORIGINAL: Joel Billings
I would need to see more info about a 17 to 192 battle to understand why you won. Are you looking at the combat CV predictor in the rollover before you make your attack? There are some factors not in the counter CV so looking at the rollover can help some. The defender might have a strong CV on the counter, but if you have a 9 interdiction over the hex, you may disrupt so many defenders that his CV is much lower. Then you may shoot up the rest (killing/damaging/disrupting even more defenders) so that there is little defensive CV remaining when it checks to see what the final odds are.
I first left clicked my attacking units and then pointed on the enemy stacks of units, and it told me that it was 17 to 192CV. So It was before I attacked. I would have showed a pic, but I do not know how to?
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 4:08 pm
by marion61
Sometimes that is just bad recon info. I've attacked regiments with huge CV's in mountain terrain and won easily too.
RE: "Breakout" -- all kinds of fun.
Posted: Mon Dec 22, 2014 4:29 pm
by carlkay58
Yes, and I have launched attacks against a CV 1 unit and hand my butt handed to me when it turned up to have a real CV of 10!