A Long Long Road
Moderator: MOD_SPWaW
RE: A Long Long Road
I tried to set up a killing zone with my AT and AA guns too, but they are out of visibility range and I have no transport...
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- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
- Location: Combat Information Center
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RE: A Long Long Road
See, you started advancing early...I waited and let them come to ME! When they hit that 'visibility' line, my guys let loose and killed 'em by the dozens.
RE: A Long Long Road
well you could basically do that in any battle thats not an advance/assault I guess
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RE: A Long Long Road
This %^#^%#$ Stug has knowcked out 4 Shermans!!
he must DIE!!!!
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More Stugs heading for center hill

he must DIE!!!!
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More Stugs heading for center hill

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- Stug.jpg (146.72 KiB) Viewed 288 times
RE: A Long Long Road
The Battle in the North
Pz IV Gs bite it.
M10 is later knocked out by that friggin StuIG33.
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My 50 Cal MG took out 2 Armored Cars. [:)]

Pz IV Gs bite it.
M10 is later knocked out by that friggin StuIG33.
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My 50 Cal MG took out 2 Armored Cars. [:)]

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- PzIVs.jpg (149.28 KiB) Viewed 288 times
RE: A Long Long Road
First off buddy what turn are u on,,, if its early in the fight start poping smoke and regrouping to centre rear to cover some sort of withdrawl,, and call reinforcements!!! next question,, any air assets?? get some airstrikes goin boy!!
RE: A Long Long Road
I never call for reinforcements when playing the AI, seems unfair somehow.
I think its turn 10, forgot to post it
So what do you think of the Enhanced look and different units and terrain??
I think its turn 10, forgot to post it
So what do you think of the Enhanced look and different units and terrain??
RE: A Long Long Road
juicy my brother!! truely cream,, and NO I'm not gonna quit mine yet for it but u got me droolin!!

RE: A Long Long Road
Alby,
Do you have any theories about how and why your battle has ended up the way it has?
Do you have any theories about how and why your battle has ended up the way it has?
RE: A Long Long Road
Cause I suck??ORIGINAL: vahauser
Alby,
Do you have any theories about how and why your battle has ended up the way it has?
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RE: A Long Long Road
Turn 12 (Riun) [:D]
Oh no, the Feared Tiger tank we have heard so much about has appeared on the Battle field!!
That Super Stug got his just due courteousy of a side shot from a 37mm GMC, The StuIG got his too from a 75MM round.
NUmerous shots on the Tiger from high above have made him retreat and a Pz IV sneakng to the V hex in cednter has gone on to the nether regions.
now moving a few rear units toward Souther V hex.
The Tiger!

Oh no, the Feared Tiger tank we have heard so much about has appeared on the Battle field!!
That Super Stug got his just due courteousy of a side shot from a 37mm GMC, The StuIG got his too from a 75MM round.
NUmerous shots on the Tiger from high above have made him retreat and a Pz IV sneakng to the V hex in cednter has gone on to the nether regions.
now moving a few rear units toward Souther V hex.
The Tiger!

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- Tiger.jpg (149.05 KiB) Viewed 288 times
- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
- Location: Combat Information Center
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RE: A Long Long Road
I do...he went on the attack too early. He should have sat tight on his deployment line, let the enemy come to him {hit chances with stationary units against moving targets are higher than moving against moving), and destroyed as much as he could in the first 5-7 turns, then started advancing through the disorganized remains of his opponent's force. I did this in my recent play-through of this battle, and had minimal losses, while virtually wiping-out the German attack.
Just because it is an 'Advance' mission doesn't mean you have to start advancing from Turn 1...let your opponent come to you for a bit, maul him from a defense position, then move out and mop up. In this battle, the VHs are 'end-of-game' ones, so you don't need to possess them until Turn 16 or 17 (the battle will end on Turn 17, even though it's an 18-turn game). Let the AI capture all but the one in your rear, then he'll try for that one, sending his entire force towards it. If deployed correctly, you can catch him with flank shots from 'in-cover' ATGs and tanks, and he'll have a harder time seeing your units.
Just because it is an 'Advance' mission doesn't mean you have to start advancing from Turn 1...let your opponent come to you for a bit, maul him from a defense position, then move out and mop up. In this battle, the VHs are 'end-of-game' ones, so you don't need to possess them until Turn 16 or 17 (the battle will end on Turn 17, even though it's an 18-turn game). Let the AI capture all but the one in your rear, then he'll try for that one, sending his entire force towards it. If deployed correctly, you can catch him with flank shots from 'in-cover' ATGs and tanks, and he'll have a harder time seeing your units.
RE: A Long Long Road
The Tiger turns tail and runs and is hit by some 37mm Rounds froman overlooking Stuart


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- RetreatingTiger.jpg (140.99 KiB) Viewed 288 times
RE: A Long Long Road
So way to turn a bad situation around there buddy,and crossing my fingers for your result!
RE: A Long Long Road
Alby,
I typically conduct my SPWAW operations by concentrating my force. WW2 operational frontages were very narrow compared to today. An Italian infantry battlion would attack on a frontage of 400 yards (8 hexes), and at Kursk the 4th Panzer Armee attacked on a frontage of 30 kilometers (which works out to an attack frontage per SS panzer division of about 60 hexes).
Since my battlegroups tend to be in the "reinforced-battalion" to "understrength-regiment" in size, I have found that operating in a 10-20 hex "battle zone" to be very successful for me in SPWAW.
I typically conduct my SPWAW operations by concentrating my force. WW2 operational frontages were very narrow compared to today. An Italian infantry battlion would attack on a frontage of 400 yards (8 hexes), and at Kursk the 4th Panzer Armee attacked on a frontage of 30 kilometers (which works out to an attack frontage per SS panzer division of about 60 hexes).
Since my battlegroups tend to be in the "reinforced-battalion" to "understrength-regiment" in size, I have found that operating in a 10-20 hex "battle zone" to be very successful for me in SPWAW.
RE: A Long Long Road
Erwin,
My personal gaming preference is the ETO rather than the PTO, mainly due to the greater variety of terrain and weather and opponents in the ETO.
My planned ANZAC campaign will focus on a small ("double-strength" battalion) combat group that will be shuttled all over the world, starting in the late summer of 1940 in North Africa. I just like the idea of getting my licks in against all the major Axis allies (Germany, Japan, and Italy) under all sorts of different conditions.
[OOPS! I MEANT TO POST THIS IN THE ANZAC CAMPAIGN THREAD. SORRY ABOUT THAT...]
My personal gaming preference is the ETO rather than the PTO, mainly due to the greater variety of terrain and weather and opponents in the ETO.
My planned ANZAC campaign will focus on a small ("double-strength" battalion) combat group that will be shuttled all over the world, starting in the late summer of 1940 in North Africa. I just like the idea of getting my licks in against all the major Axis allies (Germany, Japan, and Italy) under all sorts of different conditions.
[OOPS! I MEANT TO POST THIS IN THE ANZAC CAMPAIGN THREAD. SORRY ABOUT THAT...]
RE: A Long Long Road
Last turn it turns out to be
The retreating Tiger turns and heads for a Vhex along with a Pz IV
The Pz IV is taken out by an M10 GMC while the tiger is hit again and again by an Inf Sqd and a Sherman
I took the last V hex and found another Tiger sneaking up and the GE Btln HQ
apparently it was too much for them to bear as the game then endxed.

The retreating Tiger turns and heads for a Vhex along with a Pz IV
The Pz IV is taken out by an M10 GMC while the tiger is hit again and again by an Inf Sqd and a Sherman
I took the last V hex and found another Tiger sneaking up and the GE Btln HQ
apparently it was too much for them to bear as the game then endxed.

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- CenterHex.jpg (169.87 KiB) Viewed 291 times







