H2H with C/C turned ON

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Redleg
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Joined: Tue May 23, 2000 8:00 am

Post by Redleg »

Oh, this Sandman is a crafty opponent. Two more tanks hit landmines as did 2-3 more squads. Some of the best use of landmines I have ever encountered.

An entire squad literally wiped out in a really good little action. I will miss that squad. Some of the Finn units are really very good.

A couple bunkers came into view so the next few turns will see the Japanese trying to cope with mines, bunkers, infantry all at once. That should keep me interested!

Good going, Sandman. But we did get in a few good hits so your success had a price.

Now to seek out the weaknesses in Sandman's defense he mentioned. So far, I haven't seen it. ;)
sandman20
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Location: Finland

Post by sandman20 »

Nothing interesting at my turn.
At the end of turn I just noticed that some of my infantry squads starts to reatreat and that's not good.
Those NavalGuns are very terrifying.

2500 points is not much and I'm happy I used quite a lot of points for mines.
But now it looks like Redleg is pushing on at nearby lower central hexes, that's interesting see what will happen.
He's hardly trying to destroy one of my bunker and there's nothing I can do right now:( .
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Redleg
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Post by Redleg »

Sandman's bunkers are a problem. Fortunately, they cannot attack and time is on my side. But I keep thinking of the points! ;)

What I must do is slow down the attack a bit and look to the organization of the Japanese units since some have suffered heavy losses.

Another instance of multiple, over-lapping fields of fire this turn.
These, when used with landmines and bunkers are difficult to defeat. At best, they slow the attack. At worst, they decimate my units.
sandman20
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Location: Finland

Post by sandman20 »

Some Japanese infantry killed but they are still pushing dangerously forward in northern and central areas.
I haven't seen any action on south at last couple of turns...I just wonder what's going on behind the smoke-screen..:confused:

I think also that one of my beloved Bunkers get blowing up at Redleg's next turn, we'll see;)
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Redleg
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Post by Redleg »

Some v-hexes have changed hands at long-last.

A bunker survived several close-assaults.

Many Japanese units cannot contribute to the effort due to land mines. Very dangerous to move but eventually, the mines should all become visible.

I think this battle is set up pretty well. But if doing it again, I would propose turning off the so-called "Historical Settings" and set Japan TQ to 70 and Finland to 75. This would tip the scales slightly.

Beach assaults are generally too easy or impossibly difficult. I hope we will have a better idea of how to set one up after having tried this. So far, I am totally satisfied with the 60% settings on my artillery. It seems to suppress but not just blow away the defenders. A great improvement over standard settings. Playing the C/C turned on is a tremendous handicap to the attacker. I like this very much. There can be none of the darting back and forth and left-right. Just excellent.
sandman20
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Location: Finland

Post by sandman20 »

More casualties for me at this turn. I have a strong feeling that there's Japanese soldier hiding on every bush:eek:
And at least four tanks spotted.Three in north and one in central and I'm sure there's some others too...I just can't see them;)

Now I have also some problems with "radio connections" also but that's just because I have quite little experience for playing C&C On...but now I'm learning something :)

This Idea to change to Historiacl and troop quality settings sound very good, we should maybe try it at next battle.;)

And you're right, 60% is just suitable arty setting.Not too high or not too low and I hope my 203's did some supression among your troops at the end of my turn.;)

Your turn.
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Redleg
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Post by Redleg »

Some Japanese gains this time. It is great fun to assault bunkers, at least when it works. Two bunkers destroyed and some pathways are cleared for tanks.

The problem for the defender with objectives and defensive stance is most likely what you are learning about. This is a tough situation to deal with.

I believe that the attacker's artillery might be good set to 40% and the defender's set to 60%. This is based on the idea that the defender would have better targeting information than the attacker. Also, since the defender has less points, he most likely has less artillery assets. I'd like to try this idea out and see how it works.

So if we try another of these assaults, I will be asking you to consider the above, if you agree. I think we may be on to some good ideas.
sandman20
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Post by sandman20 »

Some firefights up in north where a few mens have taken their last breaths.
Redleg has done some great job in north and center, I have completely lost those VH:s in north and I fear I'll lose those central ones soon :(
NavalGun barrage again at the end of turn - no casualties but some supression was caused, I'm sure about that.

I agree that 40% - 60%;)
You have a lot of good ideas, that's good.
Let's try these new things on next battle with that interesting look map you've send to me.:D
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Redleg
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Post by Redleg »

Pushing forward as much as possible.

Two tanks destroyed; some infantry engaged.

It seems to me that 1940 Finnish troops should be stronger than they are. I have some ideas about how to adjust settings to make them play a bit stronger. Sandman has his work cut out for him. He is doing a good job but it must be difficult.

The Japanese attacked with a 2:1 advantage in points. I am wondering if 2:1 might be excessive.
sandman20
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Location: Finland

Post by sandman20 »

Nothing special happened at my last turn.

Only thing I can do now is to prepare to defense my rear VH's :(
Japanese troops are pushing forward at the whole front.

Maybe that 2:1 ratio is good if defense is well organized, I have a lot of lacks:(
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Redleg
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Post by Redleg »

Defending is really quite passive. The defensive player does the majority of his work during deploy.

Assault-defends are really very good candidates for mirrored battles so each side can have something more to do.

I do believe we have learned some good things about beach assaults during this battle. The biggest learnings for me is how good artillery is set at 60% and how poor the Finnish OOB is. The Finnish OOB is in dire need of at least 1 elite formation besides those bicycle jaegers. But we can adjust the TQ for Finland and help that situation some.

Japanese cautiously probing forward. It will be good to finally break through the defenses into more open-field fighting if that ever happens.

A grueling battle that has given me a lot of experience in clearing mines and bunker-busting.
sandman20
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Post by sandman20 »

Northern and central VH's are now totally under Japanese control.

Major barrage at the end of turn in south doesn't get it better, Redleg is a real beachmaster I think:D

I'll soon start to make that new battle- setup, where Im assaulting with Japan against Redleg's Finnish troops.
I hope everything is going fine and we could start as soon as possible.
This is a BIG challenge for me to assault with C&C on. But I'll do my best.;)
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Redleg
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Post by Redleg »

Since I have made every possible error in setting up beach assaults, you might learn from my mistakes. Spend some time on objectives. That is the main thing. It is very difficult to change the direction of a Japanese attack.

You are getting ready to do the most difficult (IMO) attack in SPWAW. Take your time on purchase/deploy.

If things don't work out, we can always re-do and try again. ;)

This turn, the troublesome rifle pit was destroyed by a tank that managed to work its way through.

Japanese are moving slowly and carefully. Losses are accumulating and I must not be reckless.

Once again, Finnish defenders decline to take op-fire and retreat easily. I hope we have this fixed in the next fight.
sandman20
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Post by sandman20 »

I hope I remembered purchase everything important. I think I really need some time for that deployement, I must be patient and exact.:)

At my turn I killed couple of crewmens and some of my troops retreated at the end of turn.
Soon there will be first baptism of fire in rear VH's;)
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Redleg
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Post by Redleg »

Japanese forces still grinding it out hex-by-hex. A Vickers tank on a hill will cause problems since once again, there are landmines between it and nearby Japanese armor.

Every turn (or so it seems) a 203mm bombardment pours down and disrupts my plans.

Sandman and I have the mirror of this started. We made a couple of changes to see if we could stiffen Finnish resistance a bit. The major changes are turning off "Historic Ratings" and set Japanese to 70 and Finnish to 75. That was because the Finnish OOB doesn't really have any decent elite troops and the Japanese are loaded with them.

The other change is setting defender (Finnish) artillery to 60% and Japanese to 40%.

The jungle is soaked in the midst of a thunderstorm and movement is very slow. The computer gave us more than 50 turns and I think these will be needed.

The first battle has been very enjoyable. A bit of a challenge and a great one for H2H and C/C.
sandman20
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Location: Finland

Post by sandman20 »

Unfortunately, that Vickers tank is now immobilized by a Japanese infantry squad, who is killed now.:)

That same tank killed some other mens also and I hope it's alive still after Redleg's next turn;) .

In my assault game one Japanese Recon patrol was killed by a mine and we are moving slowly but surely.
Thunderstorm makes that battle more exciting I think.

I hope we'll enjoy that second battle as much as we are enjoying the first one:D
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