Tanks at Platamon
Moderator: Arjuna
Tanks at Platamon
Hi,
after reading a nice review on The Wargamer and lurking on these forums for quite a bit, I decided to bite the bullet and get myself COTA. I’m most pleased with this piece of software, and I would like to share one of my first combat experiences with you, while waiting for the patch...
I’m not a beginner at wargames (whether computer based or boardgames), as my wargaming history started with Squad Leader too many years ago. I’m however completely new to this particular game system, and it shows [;)]
After a cursory read of the manual, a more careful look at the basic tutorial, and some amount of browsing these forums, I tackled the “Tanks of Platamon” Scenario as the manual recommended it for beginners.
I played with NO order delay, which probably helped carrying the day, so this AAR does not purport to display any particularly insightful strategy: I just wanted to share the kind of problems I had to face within the game system and tried to describe the ways I found to cope with them.
Suggestions for different strategies by veteran players are more than welcome, as are answers by the devs to some game mechanics questions that aroused while playing.
OK, so let'se see if I manage to upload some pictures and here we go.
Pietro.
after reading a nice review on The Wargamer and lurking on these forums for quite a bit, I decided to bite the bullet and get myself COTA. I’m most pleased with this piece of software, and I would like to share one of my first combat experiences with you, while waiting for the patch...
I’m not a beginner at wargames (whether computer based or boardgames), as my wargaming history started with Squad Leader too many years ago. I’m however completely new to this particular game system, and it shows [;)]
After a cursory read of the manual, a more careful look at the basic tutorial, and some amount of browsing these forums, I tackled the “Tanks of Platamon” Scenario as the manual recommended it for beginners.
I played with NO order delay, which probably helped carrying the day, so this AAR does not purport to display any particularly insightful strategy: I just wanted to share the kind of problems I had to face within the game system and tried to describe the ways I found to cope with them.
Suggestions for different strategies by veteran players are more than welcome, as are answers by the devs to some game mechanics questions that aroused while playing.
OK, so let'se see if I manage to upload some pictures and here we go.
Pietro.
RE: Tanks at Platamon
I took the role of Oberst Balk as the German leader and played with standard options and no order delay. I used the “Back to Colored Paper 4” map mod by Robin Pirez (available at the Panther Games website) which I like best as it gives a nice “topo map” look to the playing area.
Our job is to break through the Allied forces, who’ll be fighting a delaying action, securing the all important Platamon tunnels. As we are trying to encircle the Allied positions around Mt. Olympus, we should try and exit the Krad Battalion and our armor from the south exit points, securing other minor objectives along the way. Destroying enemy units is big plus as it yields the same victory points as capturing the tunnels.
Unsurprisingly, the bulk of the allied defenses centers around the tunnels, dominated by Castle Hill and the fortress sitting atop of it. Securing this passage offers the only real opportunity of speedy movement south, as the way around west through Panteleemon is through rugged and woody hills, unsuited to mechanized forces.
I start the scenario with the Krad Bn, a motorized infantry battalion, and a light panzer company but help is on the way under the form of field artillery, the I panzer battalion and the I Schtz mechanized infantry battalion, plus a company of some useful engineers as experience shows that the allies normally try to prime the tunnels.

Our job is to break through the Allied forces, who’ll be fighting a delaying action, securing the all important Platamon tunnels. As we are trying to encircle the Allied positions around Mt. Olympus, we should try and exit the Krad Battalion and our armor from the south exit points, securing other minor objectives along the way. Destroying enemy units is big plus as it yields the same victory points as capturing the tunnels.
Unsurprisingly, the bulk of the allied defenses centers around the tunnels, dominated by Castle Hill and the fortress sitting atop of it. Securing this passage offers the only real opportunity of speedy movement south, as the way around west through Panteleemon is through rugged and woody hills, unsuited to mechanized forces.
I start the scenario with the Krad Bn, a motorized infantry battalion, and a light panzer company but help is on the way under the form of field artillery, the I panzer battalion and the I Schtz mechanized infantry battalion, plus a company of some useful engineers as experience shows that the allies normally try to prime the tunnels.

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RE: Tanks at Platamon
Here are my reinforcements:


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RE: Tanks at Platamon
And finally the complete Order of Battle:


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RE: Tanks at Platamon
I have played the scenario 2-3 times before, always quitting before the evening of day 1 as I got butchered trying to assault the allied stronghold with the Krad Bn. I guess I was approaching the game with a boardgamer attitude, “counting counters” (that is judging by the number of my units vs. enemy units the attacking force looked about right). Well I was wrong, I studied the game system some more and it became clear evident that using realistic tactics helps.
I have also played the scenario once with this plan and got a marginal victory (100-55) which surprised me as I was doing very well (enemy almost totally destroyed, win-meter pegged to the right). One of the reasons I’m replaying it is to understand exactly what I was doing wrong.
GENERAL STRATEGY

The allied units are well entrenched in a dominating position, and I decided I will need a concentrated effort to dislodge them using my best forces. I have 3 whole days to complete the objectives (from D1, 15.00 to D4, 13.00) so I feel I can wait for both the Panzer and Schtz Bn, supported by arty and engineers to arrive before launching my main attack.
In the meantime the Krad Bn will seize Panteleemon (less defended) trying to put pressure on the allied left flank. It will then try to press south to Aigane, or converge towards Platamon to help the main thrust as need arises, in both cases with the final aim of exiting the map south. The dotted lines show possible axis of advance, depending on the main assault results.
I will use the lonely tank Coy I have at game start to keep an overwatch on the allied forces by taking cover in the light woods close to the Rinakia River where they have a nice LOS on the coastal plain in front of the castle. They will be given minimum Aggro and ROF orders as I really want them to stay put, protect my line of supply and just keep an eye on the allies on Castle Hill, as the Krad Bn will be basically turning the shoulders to the castle whilst attacking towards Panteleemon. I don’t really expect the allies to counterattack or abandon their prepared positions, but one never knows. When the main assault starts they will reattach to the Panzer battalion and attack with them.
As for the main attack, my field artillery will arrive in the morning of D2 and will position far back along the coast (it has range to cover the whole map), along with my HQ and supply base (arriving at midday of D2). I will move them forward only to garrison objectives while the other forces move on.
The Panzers arrive at midday of D2 and the Schtz Bn and Pioniere arrive on the evening of D2, so I plan on moving them quietly towards their starting positions just across the Rinakia river with the favor of darkness, and position them to assault at dawn of D3 after an artillery barrage..
I envision a two pronged line of advance, with the Schtz Bn tackling the easternmost (rail) tunnel, while the panzers will attack the road tunnel (west) and Castle Hill where they will have more room for maneuver, possibly swerving towards the coast and cutting behind the defenders. The engineers will follow hot on their wheels trying to unprime the tunnels if the allies have primed them. After the attack the Panzers will press south trying to exit the map along the Derbina Road, while the Schtz Bn secures the other objectives and mops up stragglers.
I plan on controlling my artillery directly, especially those able of bombardment.
I have also played the scenario once with this plan and got a marginal victory (100-55) which surprised me as I was doing very well (enemy almost totally destroyed, win-meter pegged to the right). One of the reasons I’m replaying it is to understand exactly what I was doing wrong.
GENERAL STRATEGY

The allied units are well entrenched in a dominating position, and I decided I will need a concentrated effort to dislodge them using my best forces. I have 3 whole days to complete the objectives (from D1, 15.00 to D4, 13.00) so I feel I can wait for both the Panzer and Schtz Bn, supported by arty and engineers to arrive before launching my main attack.
In the meantime the Krad Bn will seize Panteleemon (less defended) trying to put pressure on the allied left flank. It will then try to press south to Aigane, or converge towards Platamon to help the main thrust as need arises, in both cases with the final aim of exiting the map south. The dotted lines show possible axis of advance, depending on the main assault results.
I will use the lonely tank Coy I have at game start to keep an overwatch on the allied forces by taking cover in the light woods close to the Rinakia River where they have a nice LOS on the coastal plain in front of the castle. They will be given minimum Aggro and ROF orders as I really want them to stay put, protect my line of supply and just keep an eye on the allies on Castle Hill, as the Krad Bn will be basically turning the shoulders to the castle whilst attacking towards Panteleemon. I don’t really expect the allies to counterattack or abandon their prepared positions, but one never knows. When the main assault starts they will reattach to the Panzer battalion and attack with them.
As for the main attack, my field artillery will arrive in the morning of D2 and will position far back along the coast (it has range to cover the whole map), along with my HQ and supply base (arriving at midday of D2). I will move them forward only to garrison objectives while the other forces move on.
The Panzers arrive at midday of D2 and the Schtz Bn and Pioniere arrive on the evening of D2, so I plan on moving them quietly towards their starting positions just across the Rinakia river with the favor of darkness, and position them to assault at dawn of D3 after an artillery barrage..
I envision a two pronged line of advance, with the Schtz Bn tackling the easternmost (rail) tunnel, while the panzers will attack the road tunnel (west) and Castle Hill where they will have more room for maneuver, possibly swerving towards the coast and cutting behind the defenders. The engineers will follow hot on their wheels trying to unprime the tunnels if the allies have primed them. After the attack the Panzers will press south trying to exit the map along the Derbina Road, while the Schtz Bn secures the other objectives and mops up stragglers.
I plan on controlling my artillery directly, especially those able of bombardment.
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RE: Tanks at Platamon
ASSAULT ON PANTELEEMON

The image here shows the plan for Panteleemon, with the main thrust up the main road, the artillery detached under my direct command safely away from the allies on Castle Hill (I would have liked to place it in the village between the two river crossings, but then it would be just out of range, especially if the defending units retreat).
Now one thing I’m not happy with is the approach path of the main thrust, which passes smack under the nose of the defenders on Castle Ridge and will surely draw some fire. At first I tried to have them travel on the tracks between the rivers or on the track from Skotina, but the ford and the ferry allow minimum crossing capacity to the motorized force (2% movement) and the AI kept redirecting me to the main road bridges so I let them heave it their way. I’ve also considered moving off road hugging the river, but then the slope up he hill is 37-38 degrees and would not let my mech troops climb without the road anyway. I could wait to deploy during the evening hours od D1, but I’m afraid I will not be able to seize the town in time to protect the main attack, so, I’ll face the risk of incurring in some losses to enemy artillery.

The image here shows the plan for Panteleemon, with the main thrust up the main road, the artillery detached under my direct command safely away from the allies on Castle Hill (I would have liked to place it in the village between the two river crossings, but then it would be just out of range, especially if the defending units retreat).
Now one thing I’m not happy with is the approach path of the main thrust, which passes smack under the nose of the defenders on Castle Ridge and will surely draw some fire. At first I tried to have them travel on the tracks between the rivers or on the track from Skotina, but the ford and the ferry allow minimum crossing capacity to the motorized force (2% movement) and the AI kept redirecting me to the main road bridges so I let them heave it their way. I’ve also considered moving off road hugging the river, but then the slope up he hill is 37-38 degrees and would not let my mech troops climb without the road anyway. I could wait to deploy during the evening hours od D1, but I’m afraid I will not be able to seize the town in time to protect the main attack, so, I’ll face the risk of incurring in some losses to enemy artillery.
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RE: Tanks at Platamon
Meanwhile the Light Panzer company sets up quietly in the woods where it has a clear LOS across the whole plain. It won’t participate in the attack, but keep an eye on the allied units in case some of them try to come down the ridge and take our main force from behind.
The following image shows the LOS of the Light Pz Coy.

The following image shows the LOS of the Light Pz Coy.

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RE: Tanks at Platamon
D1 1500-1840
OK so here we go. Following my plan, the light Pz coy has set up in its nick of woods, my Bn arty has deployed at the track crossroads and has been given bombard orders on Panteleemon. Notice that the enemy has primed the road tunnel. In the meantime the Krad Bn has started climbing the hill to the town itself.
They have made good progress though thay have taken some arty fire from behind the enemy lines. Their numeric superiority is such that thay conquered the objective while still climbing uphill (I gave a double line formation order for this attack, as they’ll be forced to follow the road more or less). They’re still taking enemy fire and there’s much to do yet.
Specifically, I want to completely and utterly destroy that pesky defending unit, which otherwise will end up loitering in my rear and threatening my supply lines if not the objective itself. One of the “shortcomings” if I may say so of this system is that there are no specific “destroy” orders, so to eliminate a unit you have to keep on moving around the attack order icon hoping that the enemy unit will finally give up.
Otherwise a single depleted unit (even a HQ or Supply platoon) can end up in your rear without surrendering and may well deny an objective if protected only by a small garrison. Since my job here is to press on and move units out of the map, I’ll need to garrison objectives with arty, supply and HQ units to free other units for my advance. That's why I’ll try to avoid leaving an enemy unit behind if possible.

OK so here we go. Following my plan, the light Pz coy has set up in its nick of woods, my Bn arty has deployed at the track crossroads and has been given bombard orders on Panteleemon. Notice that the enemy has primed the road tunnel. In the meantime the Krad Bn has started climbing the hill to the town itself.
They have made good progress though thay have taken some arty fire from behind the enemy lines. Their numeric superiority is such that thay conquered the objective while still climbing uphill (I gave a double line formation order for this attack, as they’ll be forced to follow the road more or less). They’re still taking enemy fire and there’s much to do yet.
Specifically, I want to completely and utterly destroy that pesky defending unit, which otherwise will end up loitering in my rear and threatening my supply lines if not the objective itself. One of the “shortcomings” if I may say so of this system is that there are no specific “destroy” orders, so to eliminate a unit you have to keep on moving around the attack order icon hoping that the enemy unit will finally give up.
Otherwise a single depleted unit (even a HQ or Supply platoon) can end up in your rear without surrendering and may well deny an objective if protected only by a small garrison. Since my job here is to press on and move units out of the map, I’ll need to garrison objectives with arty, supply and HQ units to free other units for my advance. That's why I’ll try to avoid leaving an enemy unit behind if possible.

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RE: Tanks at Platamon
D1 1840-2150
The attack went well though it incurred in some losses from enemy arty. I’ve seized Panteleemon but that damn unit escaped with nightfall! The reason my units went so past the town is that they chased the enemy infantry ‘till it disappeared. I didn’t receive a destroy or surrender message so I don’t know if it’s still around milling in the shadows. Morning will tell.
In the meantime my artillery unit is out of ammo so I decided to move it in the woods so it can also fire on the tunnels when it gets resupplied. This will turn out to be not such a good idea after all.

The attack went well though it incurred in some losses from enemy arty. I’ve seized Panteleemon but that damn unit escaped with nightfall! The reason my units went so past the town is that they chased the enemy infantry ‘till it disappeared. I didn’t receive a destroy or surrender message so I don’t know if it’s still around milling in the shadows. Morning will tell.
In the meantime my artillery unit is out of ammo so I decided to move it in the woods so it can also fire on the tunnels when it gets resupplied. This will turn out to be not such a good idea after all.

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RE: Tanks at Platamon
D1 2150-D2 0940
The night was peaceful and the morning revealed no enemies around the town so I might have destroyed that infantry after all. My field artillery has arrived and has been deployed as planned.
Moving my Krad Bn arty to that thicket of woods may have been a mistake as it has been spotted by enemy recon and bombarded heavily. Also, the enemy recon unit and another infantry unit are closing in…

I had to “dissuade” them from closing too much by firing with my overwatch tank Coy and my field artillery. This however revealed both of them and they were subjected to heavy artillery and counterbattery fire. The armor in the woods particularly suffered some losses… ouch!
The night was peaceful and the morning revealed no enemies around the town so I might have destroyed that infantry after all. My field artillery has arrived and has been deployed as planned.
Moving my Krad Bn arty to that thicket of woods may have been a mistake as it has been spotted by enemy recon and bombarded heavily. Also, the enemy recon unit and another infantry unit are closing in…

I had to “dissuade” them from closing too much by firing with my overwatch tank Coy and my field artillery. This however revealed both of them and they were subjected to heavy artillery and counterbattery fire. The armor in the woods particularly suffered some losses… ouch!
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RE: Tanks at Platamon
D2 0940-2310
During D2, my other reinforcements arrive. I temporarily stationed the Pz Bn up north so as to stay out of enemy LOS and not approach Castel Ridge during daytime. As planned I routed my engineers under cover to the riverside village, and when finally the Schtz Bn arrived in the evening I sent it and the Panzers to their starting positions. The screen shows the units after arriving at what will be their stating positions at dawn.
Around Panteleemon, the Krad Bn is moving south so as to dominate the coastal plains south of the Castle. It left an AT platoon in town as a garrison, hoping there’s no infantry around. I left the AT platoon as the enemy has little or no tanks, and they’ll make good time on the rugged track when I’ll need to reattach them (remember that’s one of the units I need to exit south). The rest of the battalion is in fact struggling, its motorized companies “making very slow progress” as I’m informed by their commanders with message flashes.
That’s one of the reasons I wanted to attack Panteleemon early (besides the occupation points) and I risked exposing the Krad Bn to arty fire. It’s VERY slow going on Greek tracks for motorized units, and they have to do it at night so as to be deployed in the morning. It will take them almost half of the night and they’ll be fatigued…

During D2, my other reinforcements arrive. I temporarily stationed the Pz Bn up north so as to stay out of enemy LOS and not approach Castel Ridge during daytime. As planned I routed my engineers under cover to the riverside village, and when finally the Schtz Bn arrived in the evening I sent it and the Panzers to their starting positions. The screen shows the units after arriving at what will be their stating positions at dawn.
Around Panteleemon, the Krad Bn is moving south so as to dominate the coastal plains south of the Castle. It left an AT platoon in town as a garrison, hoping there’s no infantry around. I left the AT platoon as the enemy has little or no tanks, and they’ll make good time on the rugged track when I’ll need to reattach them (remember that’s one of the units I need to exit south). The rest of the battalion is in fact struggling, its motorized companies “making very slow progress” as I’m informed by their commanders with message flashes.
That’s one of the reasons I wanted to attack Panteleemon early (besides the occupation points) and I risked exposing the Krad Bn to arty fire. It’s VERY slow going on Greek tracks for motorized units, and they have to do it at night so as to be deployed in the morning. It will take them almost half of the night and they’ll be fatigued…

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RE: Tanks at Platamon
ASSAULT ON CASTLE RIDGE
Here’s time for the showdown. There’s no change of plan, we’ll launch all attacks at 0500 preceded by an hour arty prep.
When the Krad Bn crested the rugged hill, it had a clear LOS on the coastal plain and, while harassed by artillery fire, could see no enemies down below except some support units. I was marveled at finding no enemy units and all other objectives apparently open for the taking.
Not worried about counterattacks on Panteleemon, I’ve ordered the Krad Bn to advance on Platamon City to grab the objective and further cut the castle defenders’ retreat. Note in fact that I’m not sure the I Pz Bn will be able to actually swerve towards the coast as planned, that will depend on how well the attack on Castel Ridge goes.
Also note this probably would not work with order delays activated.

Here’s time for the showdown. There’s no change of plan, we’ll launch all attacks at 0500 preceded by an hour arty prep.
When the Krad Bn crested the rugged hill, it had a clear LOS on the coastal plain and, while harassed by artillery fire, could see no enemies down below except some support units. I was marveled at finding no enemy units and all other objectives apparently open for the taking.
Not worried about counterattacks on Panteleemon, I’ve ordered the Krad Bn to advance on Platamon City to grab the objective and further cut the castle defenders’ retreat. Note in fact that I’m not sure the I Pz Bn will be able to actually swerve towards the coast as planned, that will depend on how well the attack on Castel Ridge goes.
Also note this probably would not work with order delays activated.

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RE: Tanks at Platamon
D2 2310-D3 0730
These are the attack orders for the main thrust on Castel Ridge at 0500.

The AI has issued its tasks to the different units.
Note the arty barrage has already started falling on the defenders, and the Light Pz Coy has been reattached to the I Pz Bn.
The Pioniere company takes a wider route and will try to unprime the road tunnel.
When my units make contact and gain better intelligence on enemy units, I’ll use my field arty (under my direct command) to hammer the enemy engineers if they stick their heads out, to help avoid their blowing the tunnel.
These are the attack orders for the main thrust on Castel Ridge at 0500.

The AI has issued its tasks to the different units.
Note the arty barrage has already started falling on the defenders, and the Light Pz Coy has been reattached to the I Pz Bn.
The Pioniere company takes a wider route and will try to unprime the road tunnel.
When my units make contact and gain better intelligence on enemy units, I’ll use my field arty (under my direct command) to hammer the enemy engineers if they stick their heads out, to help avoid their blowing the tunnel.
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RE: Tanks at Platamon
The situation at 0730:

The attacks seem to be going well, the Panzers particularly have done EXTREMELY well and allowed the Pioniere Coy to unprime the road tunnel.
The Schtz Bn is lagging somewhat behind and some units have actually retreated but are recovering.
I’ll now order my panzers the swerve towards the coast to close behind the enemy's back and destroy as many of them as possible (remember the victory condition). I’ll also issue a defend order to the engineers. Not shown here is the Krad Bn that occupied Platamon unopposed and is now enjoying a deserved rest after the night march.

The attacks seem to be going well, the Panzers particularly have done EXTREMELY well and allowed the Pioniere Coy to unprime the road tunnel.
The Schtz Bn is lagging somewhat behind and some units have actually retreated but are recovering.
I’ll now order my panzers the swerve towards the coast to close behind the enemy's back and destroy as many of them as possible (remember the victory condition). I’ll also issue a defend order to the engineers. Not shown here is the Krad Bn that occupied Platamon unopposed and is now enjoying a deserved rest after the night march.
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RE: Tanks at Platamon
D3 0730-1820
Now I’m afraid here I got so engrossed in my attack that I forgot to take screenshots, so the next we have here is after the fighting is over.

The attack on the tunnel went well after the swerve east by the Panzers, and in due time the NZ defenders started surrendering having their retreat cut off.
However, two of their units (headquarters and heavy weapons platoon according to my intelligence) retreated NORTH and managed to slip through my attackers even though I kept shifting my assault order location to try and destroy them. Eventually I destroyed one of them, but the other fled west and denied me the Panteleemon objective, where I had left one unit of the Krad Bn as a garrison. Something must be done about these straggling units… Anyway I moved my field arty in Panteleemon and that was enough to give me the objective back.
I the meantime I shifted the Pz Rgt 3 HQ and Supply base forward to the Platamon tunnels, while advancing the engineers to Platamon city itself: they will act as a garrison there while the other units press forward. The panzers moved unopposed to Aigane, the Schtz Bn to Derbina while the Krad Bn is trying to destroy some other stragglers.
Now I’m afraid here I got so engrossed in my attack that I forgot to take screenshots, so the next we have here is after the fighting is over.

The attack on the tunnel went well after the swerve east by the Panzers, and in due time the NZ defenders started surrendering having their retreat cut off.
However, two of their units (headquarters and heavy weapons platoon according to my intelligence) retreated NORTH and managed to slip through my attackers even though I kept shifting my assault order location to try and destroy them. Eventually I destroyed one of them, but the other fled west and denied me the Panteleemon objective, where I had left one unit of the Krad Bn as a garrison. Something must be done about these straggling units… Anyway I moved my field arty in Panteleemon and that was enough to give me the objective back.
I the meantime I shifted the Pz Rgt 3 HQ and Supply base forward to the Platamon tunnels, while advancing the engineers to Platamon city itself: they will act as a garrison there while the other units press forward. The panzers moved unopposed to Aigane, the Schtz Bn to Derbina while the Krad Bn is trying to destroy some other stragglers.
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RE: Tanks at Platamon
D3 1820-1935

Not shown here is the NZ straggling unit which has been convinced by some arty bombardment to start retreating south. I have then ordered my Krad heavy weapon platoon south as well, with the aim of rejoining its comrades and exiting the map (the briefing said to exit all my armor and the Krad Bn).
I don’t know if exiting another unit would qualify as well, I’m not taking risks here, even though I feel I have the game in the bag. As I said the last time I played this scenario with this plan I felt I was winning hands down, but I only got a marginal victory! I thought maybe I hadn’t been careful enough exiting the right units, so I’m not gonna take any chances.
The Schtz Bn has left a unit in Derbina and moved one to Aigane to act as a garrison, the I Pz Bn has started moving towards the exit. The enemy seems to have disappeared, I keep harassing those few units that show up with my advancing troops and the Schtz Bn.

Not shown here is the NZ straggling unit which has been convinced by some arty bombardment to start retreating south. I have then ordered my Krad heavy weapon platoon south as well, with the aim of rejoining its comrades and exiting the map (the briefing said to exit all my armor and the Krad Bn).
I don’t know if exiting another unit would qualify as well, I’m not taking risks here, even though I feel I have the game in the bag. As I said the last time I played this scenario with this plan I felt I was winning hands down, but I only got a marginal victory! I thought maybe I hadn’t been careful enough exiting the right units, so I’m not gonna take any chances.
The Schtz Bn has left a unit in Derbina and moved one to Aigane to act as a garrison, the I Pz Bn has started moving towards the exit. The enemy seems to have disappeared, I keep harassing those few units that show up with my advancing troops and the Schtz Bn.
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RE: Tanks at Platamon
D3 1935-D4 1158

The situation before end game. Nothing significant happened during the night, I exited all of my battalion for good measure, and the win meter is pegged solidly to the right. A new NZ unit appeared down south but was hammered by the Schtz Bn before exiting.

The situation before end game. Nothing significant happened during the night, I exited all of my battalion for good measure, and the win meter is pegged solidly to the right. A new NZ unit appeared down south but was hammered by the Schtz Bn before exiting.
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RE: Tanks at Platamon
END GAME
Well, I got my decisive victory at last, albeit by the scantiest of margins! 100-47, only 3 more points and the allies would have reduced it to marginal once again. I feel the problem here is not how many points I win (I certainly totaled far more than 100, about 135-140 by looking at the objective sidebar, but then I understand no more than 100 points can be are awarded to either side).
Probably for the sake of playbalance the allies receive a huge amount of points per German unit destroyed, or many points for the occupation of the Platamon Tunnels objective. It'a also true that my plan only calls for an attack on the tunnels on D3, so even though it worked well, I leaves the main objectives in allied hands for 2 full days: It may have been to conservative after all.

It’s funny however that there should my only such a slight margin between marginal and decisive victory when the enemy looked so utterly and completely defeated. In fact, when I reloaded a save game at D3 1820 to get a screenshot I had forgotten, I was offered a surrender! I got curious and reloaded the game at the same point about 5 times and three times I got almost immediate surrender offers, once I was offered a surrender during the night between D3 and D4, and once I had to run it to the end.
Anyway, I still think my plan wasn’t too bad, though it was probably helped by not having order delays, especially in trapping the Platamon tunnel defenders in a pocket. It would be nice to be able to issue consecutive an conditional orders (do this, and if this happenes do that). I also feel something should be done for enemy stray units, which even if weak and probably unsupplied, can now freely roam in your backyard and are able to deny objectives.
Well, I got my decisive victory at last, albeit by the scantiest of margins! 100-47, only 3 more points and the allies would have reduced it to marginal once again. I feel the problem here is not how many points I win (I certainly totaled far more than 100, about 135-140 by looking at the objective sidebar, but then I understand no more than 100 points can be are awarded to either side).
Probably for the sake of playbalance the allies receive a huge amount of points per German unit destroyed, or many points for the occupation of the Platamon Tunnels objective. It'a also true that my plan only calls for an attack on the tunnels on D3, so even though it worked well, I leaves the main objectives in allied hands for 2 full days: It may have been to conservative after all.

It’s funny however that there should my only such a slight margin between marginal and decisive victory when the enemy looked so utterly and completely defeated. In fact, when I reloaded a save game at D3 1820 to get a screenshot I had forgotten, I was offered a surrender! I got curious and reloaded the game at the same point about 5 times and three times I got almost immediate surrender offers, once I was offered a surrender during the night between D3 and D4, and once I had to run it to the end.
Anyway, I still think my plan wasn’t too bad, though it was probably helped by not having order delays, especially in trapping the Platamon tunnel defenders in a pocket. It would be nice to be able to issue consecutive an conditional orders (do this, and if this happenes do that). I also feel something should be done for enemy stray units, which even if weak and probably unsupplied, can now freely roam in your backyard and are able to deny objectives.
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RE: Tanks at Platamon
That's it guys! All in all a very enjoyable scenario which I feel serves well to illustrate a very nice game system. We'll see how it plays when the patch comes out.
Bye all, had fun playing this one.
Cheers,
Pietro.
Bye all, had fun playing this one.
Cheers,
Pietro.
RE: Tanks at Platamon
Pietro,
Welcome. Nice AAR.
Re stragglers. You are not the first to comment on the problems so called stragglers cause. The trick is to always maintain a reserve. In this sceanrio a company would suffice. That way you can commit it to target the straggler. However, once you commit it, you need to create a new reserve by stripping another company from somewhere.
Welcome. Nice AAR.
Re stragglers. You are not the first to comment on the problems so called stragglers cause. The trick is to always maintain a reserve. In this sceanrio a company would suffice. That way you can commit it to target the straggler. However, once you commit it, you need to create a new reserve by stripping another company from somewhere.
