First Play Through Completed
Posted: Tue Jan 31, 2023 8:31 am
First play through of the Wacht am Rhein Campaign as the Germans just completed.
I was able to win quite convincingly (302 points) on Normal AI Difficulty and Slow AI Speed settings. It was fun and kept me engaged till the end.
Map and Unit art work is good and really adds to the game.
Play Tips:
Key is concentrating artillery fire on enemy units followed by concentrated attacks, no less than 3-1, allowed me to keep destroying units until breakthroughs were possible. Then big encirclements was the next phase with many units destroyed.
Keep divisions together for the HQ bonus and keep Corps HQ close to. Timely play of HQ cards to get maximum benefits, especially Front commands on Army Groups to max out benefits.
Problems:
There’s still a few problems with the game I think.
Biggest being artillery units end up in the front line not way behind it. Makes it very easy to destroy them.
Spotting past 1-2 hexes seems too easy to. Could spot artillery units easy and destroy any with massed fire.
Artillery seems to be able to wipe out anything if massed.
Really high casualties among Sdkfz 251, shouldn’t they be ‘backbench’ as they did not go into combat but were to transport infantry to the combat zone with the tanks safe from artillery.
Repair bridge can be done when you only control 1 side. It should be both sides to be able to repair a bridge.
OOB:
The British Airborne don’t get their own unit pic?
There were Volkstrumm in Heer Units? But they were a separate organisation.
On the 18th December I had Peipers KG surrounded by the 34th and 35th British Armoured Brigades and virtually destroyed? All other games I have seen have these units either unable to cross the Meuse or delayed until the 30th December. So shouldn’t these units be locked down or off board?
Summary:
Otherwise the AI is ok but will go off road which leads to encirclement and loss. I think if artillery behaviour was fixed it would add a lot to the AI performance. Terrain defensive effects could be increased too?
I never had any supply problems as I was able to capture all depots. Maybe AI should be allowed to destroy them easier?
I was able to bring on all units and do every thing I wanted with the cards. Maybe costs should be increased to force more decisions on players?
I found worst traffic jams problems were late game when i was moving towards the Meuse not the early game.
Ok that is about it for now sorry about length of post.
I was able to win quite convincingly (302 points) on Normal AI Difficulty and Slow AI Speed settings. It was fun and kept me engaged till the end.
Map and Unit art work is good and really adds to the game.
Play Tips:
Key is concentrating artillery fire on enemy units followed by concentrated attacks, no less than 3-1, allowed me to keep destroying units until breakthroughs were possible. Then big encirclements was the next phase with many units destroyed.
Keep divisions together for the HQ bonus and keep Corps HQ close to. Timely play of HQ cards to get maximum benefits, especially Front commands on Army Groups to max out benefits.
Problems:
There’s still a few problems with the game I think.
Biggest being artillery units end up in the front line not way behind it. Makes it very easy to destroy them.
Spotting past 1-2 hexes seems too easy to. Could spot artillery units easy and destroy any with massed fire.
Artillery seems to be able to wipe out anything if massed.
Really high casualties among Sdkfz 251, shouldn’t they be ‘backbench’ as they did not go into combat but were to transport infantry to the combat zone with the tanks safe from artillery.
Repair bridge can be done when you only control 1 side. It should be both sides to be able to repair a bridge.
OOB:
The British Airborne don’t get their own unit pic?
There were Volkstrumm in Heer Units? But they were a separate organisation.
On the 18th December I had Peipers KG surrounded by the 34th and 35th British Armoured Brigades and virtually destroyed? All other games I have seen have these units either unable to cross the Meuse or delayed until the 30th December. So shouldn’t these units be locked down or off board?
Summary:
Otherwise the AI is ok but will go off road which leads to encirclement and loss. I think if artillery behaviour was fixed it would add a lot to the AI performance. Terrain defensive effects could be increased too?
I never had any supply problems as I was able to capture all depots. Maybe AI should be allowed to destroy them easier?
I was able to bring on all units and do every thing I wanted with the cards. Maybe costs should be increased to force more decisions on players?
I found worst traffic jams problems were late game when i was moving towards the Meuse not the early game.
Ok that is about it for now sorry about length of post.