Use of Reinforcements

Discuss likes and dislikes, get help and talk about MC tactics, AAR's, etc

Moderator: MOD_SPWaW

Post Reply
PMCN
Posts: 625
Joined: Fri Sep 08, 2000 8:00 am
Location: Germany

Use of Reinforcements

Post by PMCN »

How many people call for Reinforcements? I was thinking that maybe the idea is not so bad as it might first appear since it costs you a fair number of points but on the other hand it might make a massive difference in things when you can get more ammo or else fresh tanks (both things I needed badly in the last game...when my Pzkw IIIh's were firing HE against T-34 and KVs)...or fresh air power or whatever...

I have never used this so I am not sure if it is worth it and would not mind hearing other peoples opinions on this...
User avatar
chief
Posts: 1617
Joined: Thu Sep 28, 2000 8:00 am
Location: Haines City FL, USA

Post by chief »

Paul this is a rough answer till someone better comes along...but to my understanding if you ask for reinforcements you also allow the opponent to also draw more troops/equipment on a ratio determined by the type of engagement your playing. ie meeting engage. even/even, an advancing scene, defender would get a edge. etc. I know I'm not to clear but I hope this helps. Welcome aboard. :) :cool:
"God Bless America and All the Young men and women who give their all to protect Her"....chief
User avatar
Alexandra
Posts: 514
Joined: Thu Dec 07, 2000 10:00 am
Location: USA

Post by Alexandra »

I don't think the use of reinforcemetns was factored into the MCs. I know that for both MCNA, and for Watchtower, we playtesters were told to *not* ever use them, to just play with what we were given.

I thought that the option was supposed to be removed for the MCs, dunno if it was, as I've never tried to call them.

Alex
"Tonight a dynasty is born." Ricky Proehl, then of the Saint Louis Rams. He was right! Go Pats! Winners of Super Bowls 36, 38 and 39.
PMCN
Posts: 625
Joined: Fri Sep 08, 2000 8:00 am
Location: Germany

Post by PMCN »

Thanks Guys.

I thought that the Russians were certainly calling for them. I just played the scenario where the 10th Tank Division is encountered and a bunch of heavy tanks and calvary showed up on my sounth flank which looked to me like a reinforcement echalon from the russians. Although I have to admit I found this scenario insane...by the end of it I was throwing rocks at the russians...I was out of AP ammo...the only thing I never thought of doing was bringing the arty up as direct fire support. But I did not think that the HE rounds would do much...then one of my IGs killed a T34 with a top hit...heck what was better was when a Pzkw IIc killed a T34 with a side hit. The tank was destroyed a few turns later during the overall close range mellee that developed...sigh most of my tank losses occured in the last few turns when I had to get up close and personal in an attempt to stop the russians.

Though I must admit to being rather proud of the ambush I set up for the 2 KV-Is attempting to enter Raswhatever. I got them with 2 StG IIIs and 2 PzIVds plus 2 squads of infantry... "Crew Stunned" results from the 75s were rather nice to see...both crews bailed and then died... Never send tanks without infantry support...

Still there seemed to be no way to actually take those victory hexs in the center of the map as an entire russian heavy tank company was moving towards them. Sitting on the hill and firing on the T-28s and lesser tanks worked fine but the trouble was the KV-Is just moved up and took the flags and tangling with multiple KV-Is and T-34s (and it turned out I got lucky with 2 KV-Is bogging down in the stream) with a single plattoon of PzKW IIIh seemed (and still does seem) insane. The other plattoon was dealing with the threat to the town (and suffered a series of mishaps that reduced it to a pair of effective tanks...main gun malfunctions, immobilized, main gun destroyed...sigh)...though with APCR the IIIe and IIc were not so bad I found they did not survive counter fire at all well and at the range their weapons were effective the russians could do so effectively.
Gary Tatro
Posts: 1200
Joined: Fri Feb 01, 2002 10:00 am
Location: MA, US

Paul

Post by Gary Tatro »

You should read my AAR on Reconnicence of Radizchow. It is old now you would have to search for it in this sub forum. But I think that you would like it. It is/was a very difficult senario.
"Are you going to do something or just stand there and bleed"
PMCN
Posts: 625
Joined: Fri Sep 08, 2000 8:00 am
Location: Germany

Post by PMCN »

Gary,
I looked at it. Very different than what I was doing. I think that the use of the artillary in direct fire mode is crucial to your success in this scenario, but I never thought they would be that effective.

Did you have command and control turned on or not?

It is so strange that the scores in our games were so different...mine was something like 8500 to 4900. I destroyed virtually the entire soviet force but it cost me most of my tanks to do it (largely because at the end I had no AP ammo left and was forced to engage with HE in the hopes of forcing the crew to bail)...I find both your score and the soviet one both low...

It also seems that you can call for reinforcements. Did that work?? Did you get the 88s?

I was not that impressed with the stukas for the next scenario I took 2 plattons of motorised engineers instead...I hope that Close assaults with sachel charges and flamethrowers are more effective than gernade bundles stuffed in the treads.


I also need to get better in using smoke and artillary fire.
User avatar
Grenadier
Posts: 658
Joined: Wed May 10, 2000 8:00 am
Location: Newport Beach, CA USA

Post by Grenadier »

The only thing that saved the 11th Panzer at Radziechow was using the artillery in direct fire mode. The 88's of the Hermann Goering Rgt did not arrive until the afternoon. Getting a draw in this battle is the expected result as that is what happened historically. Glad you are enjoying it and no, the Ivans from the south are not reinforcements but were designed into the battle to occur that way if you chose the option you chose. Another option would have resulted in something different. That is the beauty of the megqacampaign. You never know what might happen even if you have played it several times as Gary and others can attest to:D
Brent Grenadier Richards




__________________
Image

[url=http://
PMCN
Posts: 625
Joined: Fri Sep 08, 2000 8:00 am
Location: Germany

Post by PMCN »

Thanks for the further comments.

I now no longer feel so upset about the draw. I had the 105 mm artillary emplaced just behind the low hill on which the 11th Pz made their stand. I did not check the data base to see if they would have been effective...I should have after seeing those "crew stunned" results from the 75s on the IVd and StG IIIs.

Excluding not using the artillary, the biggest mistake I can find was not using smoke to screen my deployment of the infantry to the far south which coupled with a bit more support and being set on defend would have gutted at far less cost the soviet thrust in that direction.

The stukas were not as effective as I had hoped plus there appeared to be a considerable amount of "Nein, Du Dumbkopf, nichts die Panzers am die Tur! Attackest du die Panzers am das land vor die Tur, kanst du nichts dien augen offenen!!!" radio communication going on.
PMCN
Posts: 625
Joined: Fri Sep 08, 2000 8:00 am
Location: Germany

Post by PMCN »

Getting back to the original question. Has anyone used the reinforcement feature of the game? If so do you think it is worth using it??

minor AAR...
I am playing "The Army Door Knocker" (I think) or whatever is the scenairo after a draw in "Recon at Rad..." and am begining to run low on ammo for my artillary so I was thinking to request some ammo trucks to top up the artillary for the big push to take the hills. Unless I am completely confused the soviets should be on the run. I gutted their tank assault (and boy did the engineer platoons come in handy...) and have only lost 3 tanks, 1 to 82 mm mortor fire if you can believe it, 1 to me not moving the tank hex by hex and instead letting the computer pick the path and one to normal combat (I had to again get up close and personal with T34s)...a few halftracks and some armored cars.
I have something like 11 turns to secure the city and overrun the artillary...or at least to get an observer in position to start dropping accurate fire on those soviet guns. I have cleared a few positions so far but lots remain.

Another question...do malfunctions ever repair? I had a 75mm, a 150 mm and a FLAK-88 malfunction so far and it would be nice to get them back in operation...
Gary Tatro
Posts: 1200
Joined: Fri Feb 01, 2002 10:00 am
Location: MA, US

You can ask for reinforcements

Post by Gary Tatro »

But you will not get any in the Mega-Campaigns. All reinforcements are hard coded.
To answer your other question. No I do not play with Command Control on.
"Are you going to do something or just stand there and bleed"
User avatar
Jim1954
Posts: 1295
Joined: Wed May 15, 2002 8:31 pm
Location: Dallas

Post by Jim1954 »

I am not certain about armament repairs but I know that AFV's can suddenly become movement capable again.
Image
Jim1954
KMC/T
PMCN
Posts: 625
Joined: Fri Sep 08, 2000 8:00 am
Location: Germany

Post by PMCN »

Thanks for the reply Gary (and others)!

I am begining to think that command and control is not so good an idea. It makes sense from a realism point of view but when I can not change the objective of a unit when "I" am basicly standing next to the command tank and talking with the plattoon leader then there is a problem.

Currently none of my 3 tank plattoons (2 PzIIIh, 1 PzIVe) have sufficient orders for me to change their objectives to somewhere over where the soviet guns are. I think I will need to wait 2 or so turns so they can accumulate enough orders for this to happen. The trucks for one infantry platoon are also having trouble linking up with the infantry. I think I need to bring the command squad down to them. Ah well this is minor compared to the troubles I ran into in the first two scenarios where command and control due to the smoke and fire totally broke down in several cases.

No generic reinforcements ...sigh ok...got to double check all my artillary then to see how sparing I have to be with it.
Post Reply

Return to “Mega-Campaigns for SP:WaW”