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RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 7:25 am
by Crossroads
Turn 8
Turn 8 sees the "neutral" Civilians moving to the Victory Location my Rifle platoon secures at Oued Fodda. This again causes Opportunity Fire, and 2SP of Civilans are killed again. This is really bad in so many ways. I will now need to turn the Global Opportunity fire OFF, so that I would not cause any unintended casualties to civilians. I am now down to -11VP, as one civilian SP is worth -9 VPs.
Meanwhile, my AC unit is positioning itself for a recon mission on the next objective, while my Engineers dash forward to clear the next Block observed. I move two rifle platoons to trucks and have them dashing forward, with empty trucks closely following them.
Here's the new, larger Strength dialog, partially visible as I try to keep the screen captures small.
This is turning into a proper disaster!

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 7:29 am
by Crossroads
ORIGINAL: Crossroads
I will now need to turn the Global Opportunity fire OFF, so that I would not cause any unintended casualties to civilians.
The new Opportunity Fire dialog. Helicopters! Not in this scenario though [:)]

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 7:38 am
by Crossroads
Turn 9
To clear the highway proximity, I send the rifle platoon to pursuit the ambushing FLN elements, only to be ambushed in turn. 1SP casualties! I return fire, causing a retreat.
Meanwhile, the recon elements open fire on the spotted FLN platoon defending the Victory Location at Zebabdja. A retreat and all clear to advance into village!
This is not going well at all. Against AI, you gotta like it [:)]

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 7:45 am
by Crossroads
Turn 10
... and the silk gloves are off. I call three airstrikes on Zebabdja, having spotted no civilians there, and having the tree hexes spotted from multiple positions. Meanwhile, my Engineers are clearing the blockage.
As a curiosity, please note the civilians in Oued Fodda Victory Location. They have not changed the ownership back to enemy, despite sitting in the very hex. I could only move to the same hex by the means of an Assault, and I have no intention for a yet another -9VP damage on them.

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 7:51 am
by Crossroads
Turn 11
Air attack! Only one though, and no results. Two air attacks were recalled, I assume the ones set on empty hexes. A bug or a feature? I need to ask.
Meanwhile there's been some heavy exchange of fire over distance, disruptions and retreats on both sides, but no casulalties. I am moving in towards securing the village.

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 7:57 am
by Crossroads
Turn 12
More enemy spotted. I like how the AI, set on Audacious, is indeed that. a Heavy MG unit comes forward, and won't budge despite of the heavy direct fire of my ACs, rifle Coy and light Mortars. Time to call in the last Air Strike!
Meanwhile, the Highway towards Exit Hex is blocked by Civilians. Bad news, as I need to save a turn or two more than originally intended for leaving the map.

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:05 am
by Crossroads
Turn 13
Turn 13 brings in more bad news. Of course it does. AI moves civilians to HMG exit, an air strike arrives, and causes 2SP civilian kills. Another -18VPs!
I can now spot the enemy Mortar unit. Unfortunately my own mortars are out of supply, so I move my ACs and Engineers to take care of the threat.
Meanwhile my rifle Coy supported by Jeep/MGs are making slow progress towars the objective.

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:27 am
by Crossroads
Turn 14
The noose around Hebabdja tightens. FLN platoons are taking casualties and retreated from the Victory Location. The undisrupted SP3 HMG unit is a threat though. I wish I hadn't wasted all those air strikes, although as I have learnt using them around populated areas is a huge risk in itself.
Maybe, just maybe, I can rescue a Draw here? Secure Hebabdja, then dash out of the map for those valuable exit points.

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:29 am
by Crossroads
Turn 15
ORIGINAL: Crossroads
Maybe, just maybe, I can rescue a Draw here? Secure Hebabdja, then dash out of the map for those valuable exit points.
I need a small miracle though. The FLN units are there in the village, so how about a small surround + capture followed by a mad dash to exit. Part 1: prepare to surround.

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:31 am
by Crossroads
Noose completed!

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:34 am
by Crossroads
Turn 16
No! During the enemy turn I get a couple of retreats, I then kill a SP1 unit with action points available, being then able to commit just one rifle platoon for an assault. Inevitably, it fails. It will be a tight wire for the last turn, some of my units dashing of, the remaining ones determined to capture the pinned down enemy force.
What made the assault planning and execution that much more difficult is that units in a hex with civilians from other side can't join in the assault.

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:46 am
by Crossroads
Turn 16 - Enemy Phase
ORIGINAL: Crossroads
I need a small miracle though. The FLN units are there in the village, so how about a small surround + capture followed by a mad dash to exit.
Well they don't deliver miracles, even small ones. Insted,
they assault
my Jeep/MGs who properly end up captured!

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:48 am
by Crossroads
Turn 17 - End of the scenario
A mad dash out of exit hex? Nope, if it is heavily guarded by AI! I get nothing out of the village but a further loss of rifle SP.
Minor Loss. Feels like a Major one. Properly beaten by AI... Now how embarassing is that! [X(] [:'(]

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:52 am
by Crossroads
Turn 17 - All remaining units revealed
Wow. Just wow. I got out of this lightly. Maybe that Minor loss was not such a bad result after all. Kudos to AI for sealing the exit hex while keeping me properly pinned down in those villages. Civilian population added a challenge of its own too.
If that one stack on its way to exit hex as well would have joined in defending either of the towns I would have lost the initiative for sure.

RE: Long Road Home - A "Middle East" DAR
Posted: Sat Feb 07, 2015 8:53 am
by Crossroads
And that's it, folks! Hopefully you enjoyed this little play through as much as I did [:)]
RE: Long Road Home - A "Middle East" DAR
Posted: Sun Feb 08, 2015 7:45 am
by Hexagon
Thanks a lot for the DAR [&o]
Is interesting see it, maybe closer to release day we can see a H2H AAR/DAR with both sides point of view [;)]
Again thanks for the DAR, good luck.
RE: Long Road Home - A "Middle East" DAR
Posted: Sun Mar 01, 2015 8:51 pm
by MausMan2
I wonder, if blocked by opposing civilians, there's a preferred way to clear them out of a hex rather than going around. Could you take a very low attack strength unit and have it assault the civilian? I'm trying to think of how to create a situation where the probability of having the civilians retreat without casualties is higher than inflicting losses on them. I guess it just depends on what you're willing to risk loosing in victory points. Maybe a scenario where one side has access to very weak 'riot police' for this purpose. Thanks anyway, hope to see more like this.
RE: Long Road Home - A "Middle East" DAR
Posted: Sun Mar 01, 2015 10:43 pm
by Jason Petho
Something with a low assault would work. Of course, there is running the risk of casualties on the civilian side. I believe civilians defend with a 2, so assaulting with a 1 or 2 would be a good option.
Jason Petho