AAR: Gothic Line turn 1+2

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AAR: Gothic Line turn 1+2

Post by Vic »

I am playing versus the AI+ in the Gothic Line scenario. AI+ only means a moderate extra production advantage for the AI since production is pretty limited in this scenario. All in all I think I got a good chance to beat the AI.

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RE: AAR: Gothic Line turn 1+2

Post by Vic »

Turn 4,7,10,13 and onwards in this scenario will be rain rounds, in this rounds allied attack will not be possible. That will be something to look forward to and something I really will need to build up entrenchment, catch my breath and establish a solid line of defence. In the meantime I must avoid a collapse of any part of the front.

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RE: AAR: Gothic Line turn 1+2

Post by Vic »

I decided to keep the line as it is in the west (Pisa) and the center (Firenze), but retreat my troops on the eastern coast back behind a small river.

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RE: AAR: Gothic Line turn 1+2

Post by Vic »

And an overview of the front at the end of my turn 1.

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RE: AAR: Gothic Line turn 1+2

Post by Vic »

TURN 2

The Allied AI has caused me significant losses, but as you can see suffered even higher losses it self.

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RE: AAR: Gothic Line turn 1+2

Post by Vic »

In the western Pisa sector the enemy hardly managed to cross the river, and suffered a lot of casualties in futile head on attacks, but on both sides of Firenze the AI had more success and advanced with due speed. In the east the AI took the territory I evacuated last turn.

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RE: AAR: Gothic Line turn 1+2

Post by Vic »

I counter attacked the small beachhead west of Pisa successfully with the 14th Pz Corps there. Furthermore I reinforced it.

Resulting in the following line:

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RE: AAR: Gothic Line turn 1+2

Post by Vic »

I tried to steady the line for 1st Para Corps around Firenze but it feels feeble to me. I already assigned some reserve regiments to go support my troops in this sector. Some Panzers should arrive next turn.

In the east the 51st mountain corps made some strategic retreats and surrounded an allied spearhead which we attacked and hurt. As you can see the river line in the east (near Rimini) looks very sturdy. The AI might really hit its head on the well entrenched troops there.


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RE: AAR: Gothic Line turn 1+2

Post by Vic »

End of turn 2... next post will be turn 3+4 of my heroic defense of the remainders of Mussolini's Italy against the Allied AI.

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RE: AAR: Gothic Line turn 1+2

Post by Montbrun »

Umm...it should be "Weather"....
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RE: AAR: Gothic Line turn 1+2

Post by Vic »

good point
 
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Awac835
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RE: AAR: Gothic Line turn 1+2

Post by Awac835 »

Nice AAR Vic thx alot, much appriciated [:)]
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RE: AAR: Gothic Line turn 1+2

Post by PDiFolco »

Interesting, and the game looks good... but what's the scale ?
I see "Xth regiment" attached to "Yth Corps" (where's the division level ?), but in the regiment there is 30 troopers, 2 MGs  and 2 mortars ??
I doesn't look abstracted either, as just after there is casualties report with men count.. I'm puzzled.
 
Also I don't understand some of the setup options ; what means "Shroud", "Peak Shroud" and "AntiSupply" ?
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RE: AAR: Gothic Line turn 1+2

Post by Vic »

ORIGINAL: PDiFolco

Interesting, and the game looks good... but what's the scale ?
I see "Xth regiment" attached to "Yth Corps" (where's the division level ?), but in the regiment there is 30 troopers, 2 MGs  and 2 mortars ??
I doesn't look abstracted either, as just after there is casualties report with men count.. I'm puzzled.

Also I don't understand some of the setup options ; what means "Shroud", "Peak Shroud" and "AntiSupply" ?

The scale differs per scenario. In this scenario the units resemble regiment sized units and HQs resemble corps HQs and higher. The troopers resemble company sized units.

Shroud is an option that you will mostly want to use in random games, not in scenarios. It makes the map terrain and landscape unknown untill you discover it, shrowd peak allows you a first peak at start of the scenario, but after that you will only get updated info if you get fresh recon on the hex.

Anti Supply is normally turned on and means supply overseas can be interdicted by either enemy aircraft or naval activity.

Kind regards,
Vic
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Pford
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RE: AAR: Gothic Line turn 1+2

Post by Pford »

ORIGINAL: Vic

Shroud is an option that you will mostly want to use in random games, not in scenarios. It makes the map terrain and landscape unknown untill you discover it, shrowd peak allows you a first peak at start of the scenario, but after that you will only get updated info if you get fresh recon on the hex.

You mean like in The Seven Cities of Gold or Civilization? This concept rings a bit strange for an historically grounded sim.
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RE: AAR: Gothic Line turn 1+2

Post by Awac835 »

Its like in the RTS game C&C, it have shroud. While a game like Starcraft have Fog Of War.

Shroud can be a good option for random maps. While yeah it might be a bit inappropiate for a historic scenario, in such a case you can use fog of war which is like in any other wargame or RTS. If you have a unit that can spot a hex you get updates for that hex, But you wont get any updates if you dont have any units that can spot.

The shroud thing is for random games :D so no its not strange to have in a wargame. And since this is the first game that i have encountered that have random games i cant say it do it any harm [:)]
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RE: AAR: Gothic Line turn 1+2

Post by Pford »

Well, as Hippocrates is said to have proclaimed, 'above all, do no harm'. Still, kind of unexpected for a would be hardcore wargame, lol.
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RE: AAR: Gothic Line turn 1+2

Post by PDiFolco »

ORIGINAL: Vic

ORIGINAL: PDiFolco

Interesting, and the game looks good... but what's the scale ?
I see "Xth regiment" attached to "Yth Corps" (where's the division level ?), but in the regiment there is 30 troopers, 2 MGs and 2 mortars ??
I doesn't look abstracted either, as just after there is casualties report with men count.. I'm puzzled.

Also I don't understand some of the setup options ; what means "Shroud", "Peak Shroud" and "AntiSupply" ?

The scale differs per scenario. In this scenario the units resemble regiment sized units and HQs resemble corps HQs and higher. The troopers resemble company sized units.

Shroud is an option that you will mostly want to use in random games, not in scenarios. It makes the map terrain and landscape unknown untill you discover it, shrowd peak allows you a first peak at start of the scenario, but after that you will only get updated info if you get fresh recon on the hex.

Anti Supply is normally turned on and means supply overseas can be interdicted by either enemy aircraft or naval activity.

Kind regards,
Vic

Ok, thanks, it makes sense now !
Is it possible to have several commands levels, with units attached to div HQ for example, themselves attached to corps/army HQ ? PeopleGeneral has THQ and SHQ, so maybe...
Shroud is rather a "fantasy" setting, yet it can be fun.
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RE: AAR: Gothic Line turn 1+2

Post by Vic »

Hi DPiFolco!

You can organise your chain of command any way you want. though i put a maximum in of 4 layers of HQs. It is only the 1st HQ above a normal unit however that gives combat and morale bonusses based on the experience and quantity of the staff in the HQ.

Tommorow i'll post turn 3 + 4 in my defense of Italy versus the AI.

Kind regards,
Vic
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RE: AAR: Gothic Line turn 1+2

Post by Gresbeck »

ORIGINAL: Brad Hunter

Umm...it should be "Weather"....

And probably it should be "Christmas" [8|]
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