Le Hamel

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UP844
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RE: Le Hamel

Post by UP844 »

British Advance and Close Combat

The C* stack (C* leader, 2 Elite squads, LMG) engages the 50mm crew in Close Combat, kills it and takes the 4VP hex. VP count for the British is now 14, a Major Victory!

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Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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UP844
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RE: Le Hamel

Post by UP844 »

Turn 10 - German

German Fire

The German units in the house south of le Hamel do not fire (range is 5 hexes [:D], the 2nd line squad has range = 4 hexes).

British Defensive Fire

The C leader calls OBA that, in a useless and impressive show of accuracy, falls right on the spot. In this segment, however, the Churchill and the infantry (including the A*** stack with its MGs) break all the Germans in the building, rendering the OBA intervention pointless.

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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UP844
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RE: Le Hamel

Post by UP844 »

Turn 11 - British

Fire Segment

The OBA and the Churchill kill all the German units in the building in the south, leaving only a wounded and broken C* leader.

Movement Segment

The A*** stack moves adjacent to the 4VP hex to deal with any possible late German counterattacks.
A squad takes the last German VP hex in Le Hamel (not required, but the German control icon disturbed my sense of symmetry).

Turn 11 - German

Nothing happens, except British OBA falling on the south building.

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Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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UP844
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RE: Le Hamel

Post by UP844 »

Final result: British Major Victory

Infantry loss rate is 5.5:1 (6.5:1 if crews are counted as HS).

My plan worked more or less as expected: the British were blocked for a while in mid-game, but once the 75mm AT gun was eliminated they became unstoppable. Perhaps I could have taken some extra risks, but I am afraid that advancing with no armour support would have entailed heavy losses for the British Infantry.
The Churchill was the cornerstone of victory, killing the 81mm that checked the British advance in the early game, then the infantry in the east fortified building and, finally, the MG house.

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Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
Rosseau
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RE: Le Hamel

Post by Rosseau »

Much appreciated and educational, too. Thanks!

Also, please let us know observations/strategies in using the new Editor functions like "attack/defend hex" and how they are working. I bought at release but have been waiting for the patches we are now seeing before getting "serious" about the game [;)]

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UP844
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RE: Le Hamel

Post by UP844 »

Thanks for your appreciation! I would like to make more AARs, but they require a lot of time, first to take note of every significant event (I had to take 5 pages of tiny writing to make this one) and then to translate the notes into intelligible English (a series of notes like OBA on tgt -> NE / Church F -> MG house, bks 2 sqds does make full sense to me, but I admit is a bit cryptic for a casual reader).

I don't know if this scenario makes use of the "Attack/Defend hex" feature: perhaps it does, as the German units in the building in the south did not sortie to attempt counterattacking - an occurrence that often allows racking up impressive kill ratios.

I made a very limited use of the "Attack/Defend hex" feature in some revised - and unreleased - versions of my "Buchholz Station" scenario. Basically, a unit with such order will ignore the usual AI movement procedure. It will move to the designated hex (unless it is already there, which is more likely for a unit with a "Defend" order) and will remain there. This can be useful in a series of ways: one of them - as I stated above - is preventing the defending units from leaving their usually strong positions and charge into the sights of the attackers (I confess this is one of my favorite tricks [:D]). The "attack hex" feature can be used to send part of the AI units alogn a specific attack route.
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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wodin
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RE: Le Hamel

Post by wodin »

Great AAR!

One thing regarding enemy leaders, is their rating considered with regards to FoW? I.E is it hidden from player?

Regarding FoW how many levels are there? Are noise/sound contacts in?

Thanks
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UP844
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RE: Le Hamel

Post by UP844 »

Thanks.

As for your questions:
1) Leader ratings are visible to the human player (if the latter can see the hex where the leader is, of course).
2) FOW can be set so that opposing units are always visible or are only visible when in LOS of a friendly unit and within the visibility range.
3) In this game, sound was off; I usually keep it on and yes, you can hear vehicles and infantry moving even though you cannot see them.

Did you ever consider playing this game? [:)]

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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wodin
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RE: Le Hamel

Post by wodin »

The sound question was about showing sound contacts not sound effects.

I played the beta but that was awhile ago.

Not sure why it is wrong to ask about a game.

Financially I can't afford games.

Also at some point down the line Id like to review the game. Your AAR has certainly helped push me towards doing a review. I really want to do TOTH justice and so I want to review it when I feel I can do that so asking questions helps that process. I have a feeling every post I make here is perceived as having some anti TOTH motive, which is not true. Tactical wargames are my war gaming love. All I want is to see that any tactical wargame that has huge potential reaches it😀


Finally if you fancy having any AAR published on AWNT be more than happy☺
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