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Breaking a line?
Posted: Wed Oct 05, 2022 1:59 pm
by MarkShot
Well, what techniques can be used. Of course, each failed attack increments the order delay making it even harder.
Deliberate attack from multiple hexes with support SUs. Obvious.
Air Support. Obvious.
Multiple attacks can win it when the defender is isolated or looses fort levels. Otherwise, when you don't win, your CV will be depleting faster.
There is another possibility is a single deliberate attack with tanks, then pull them out of the hex. This means not stacking adjacent hexes 3 high. Then you can move in a new fresh stack army and hit them hard again, and perhaps a third or fourth time.
But there is a situation where this is unlikely to work. When the terrain leading to the attack launch hex is polder/marsh/rivers. Meaning that it so costly that your tanks when swapped will arrive with minimal power to put in a good blow.
How to crack such a nut?
Thanks.
Re: Breaking a line?
Posted: Wed Oct 05, 2022 2:25 pm
by malyhin1517
In this case, it is better to look for another route of attack
Re: Breaking a line?
Posted: Wed Oct 05, 2022 4:21 pm
by DeletedUser1769703214
You have a picture of what you face?
Re: Breaking a line?
Posted: Thu Oct 06, 2022 4:32 am
by MarkShot
Thanks!!!
You may assume those are German forts at L3 immediately fronted by a big river with two big rivers just to reach them.
Curious that this series didn't develop the concept of bridges over time. Like ports and rails will eventual recover to their original level of capacity.

Re: Breaking a line?
Posted: Sat Oct 08, 2022 12:45 am
by Teo41_ITA
Why are you posting a screenshot of WiTW in the WITE2 forum?

Re: Breaking a line?
Posted: Sat Oct 15, 2022 7:15 am
by MarkShot
Teo41_ITA wrote: Sat Oct 08, 2022 12:45 am
Why are you posting a screenshot of WiTW in the WITE2 forum?
More active and the issues are similar.
So, I lost this twice. I am thinking to hit the hardest over a river:
* Best CV divisions; not 1/3 types at the point of contact.
* Avoid multiple attacks and rotation. Major river, delay points, mud, and rain all result in rotation achieving little. (maybe rotation to be used in the next week if the first week fails)
* No auto manage SUs.
* Filling all attacking units with combat engineers.
* Filling all corps HQ (maybe use an army HQ in line 2 like Patton with heavy arty (as I believe arty strikes 2 hexes away).
* Dedicated all air assets to ground support missions. (maybe move the FB/TACB forward)
* Para drops in the rear a week or two before in advance to cut rail lines. (suicide missions)
Of course WITE-2, this should include an AHQ.
Have I missed anything?
Re: Breaking a line?
Posted: Thu Oct 20, 2022 9:42 pm
by Wiedrock
You are playing a WW1 Scenario as it seems.
Take a look at how Germany invaded France in 1940 and you know the path you might take.
...or just wait for the winter, the rivers may freeze (if that's possible in WITE/in this area).
Re: Breaking a line?
Posted: Fri Oct 21, 2022 1:44 am
by Sammy5IsAlive
MarkShot wrote: Sat Oct 15, 2022 7:15 am
Teo41_ITA wrote: Sat Oct 08, 2022 12:45 am
Why are you posting a screenshot of WiTW in the WITE2 forum?
More active and the issues are similar.
So, I lost this twice. I am thinking to hit the hardest over a river:
* Best CV divisions; not 1/3 types at the point of contact.
* Avoid multiple attacks and rotation. Major river, delay points, mud, and rain all result in rotation achieving little. (maybe rotation to be used in the next week if the first week fails)
* No auto manage SUs.
* Filling all attacking units with combat engineers.
* Filling all corps HQ (maybe use an army HQ in line 2 like Patton with heavy arty (as I believe arty strikes 2 hexes away).
* Dedicated all air assets to ground support missions. (maybe move the FB/TACB forward)
* Para drops in the rear a week or two before in advance to cut rail lines. (suicide missions)
Of course WITE-2, this should include an AHQ.
Have I missed anything?
Hiya Mark - yes almost all of that makes sense. The only minor comments I would make would be 1) Almost all of your artillery will be support units. So they will join in so long as they are attached to a HQ whose units are involved in a battle. The two hex rule is peculiar to on map arty units which are pretty much only a Soviet thing (although from memory the Axis might have a couple in some of the WITW scenarios?) and 2) I'm personally very reluctant to use paradrops - on both sides the paratrooper units tend to be amongst the strongest ones and are better used as 'conventional infantry' rather than sent into situations where they can get smashed up.
It is a long time since I have played that scenario but basically you are only going to get Arnhem if the AI does something weird. If you concentrate on the rest of the victory locations you should be fine - I think there are enough points west of the Rhine that you can get without having to attack really heavy entrenched opposition.
In general I'd suggest that the best way to deal with a really strong defensive position is to attack elsewhere and gradually put your opponent (whether AI or human) in a position where they either abandon the position or risk getting encircled.
Re: Breaking a line?
Posted: Fri Oct 21, 2022 4:17 am
by MarkShot
Thank you, Sammy.
I am still working on this scenario as I learning very much about the game. I just completed my most recent attempts and am reviewing saves for themes and factors I may have missed.
I am reading the relevant sections of the WITW/WITE-2 manuals in tandem. I would say the mechanics are about 80% in common.
MG holds particular interest for me as whether it was audacity or stupidity is a hotly debated topic. Also, I was on Panther's Team working on both RDOA and HTTR which are studies of MG.
Also every war game focused on the West has some play related to MG. You find that in CC and CM series.
Re: Breaking a line?
Posted: Sat Oct 22, 2022 4:46 am
by MarkShot
I am now reviewing the ground battles turn by turn.
At the onset of my breaking of the line I had stellar results for 2-3 weeks and then it stagnated.
A key mistake ...
Reviewing the battles, it is clear that I used excessive force. (in combat economy of force is an important principle) Yes, I got impressive CV ratios, but I think I also exhausted my troops which allowed the enemy to later hold their ground.
I am not finished with my review, but I have already identified a few problems.
What a great game that gives you the tools to sift through results for your mistakes. Of course, this is WITW, but it is all there in WITE-2. Thank you 2by3 (GG, devs, and betas)!