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-   -   11 Gavrus (http://forum.shrapnelgames.com/showthread.php?t=44626)

JTullman January 5th, 2010 02:44 AM

11 Gavrus
 
Well after an entire night of trying I have given up.
This scenario is impossible.
Anyone ever get something better then a Decisive Loss on this one?

Some tips would be useful. Like how to not run *** first into this imbalanced nightmare.

RightDeve January 5th, 2010 03:48 AM

Re: 11 Gavrus
 
What?? I got Draw or Minor victory on that small patch of river battle!
Those are the old days of my first SPWW2 playing, pretty good (and hard) scenario!
Cover the hill just accross the river using smoke, it has some sort of AT gun stationed there.
Remember to always bring down mortar havoc down to those brits digging in in the southern woods, they're pretty strong, once thought of overflanking the town and seize 'em by surprise from behind, but they've got some tough auxilies too down there, damn!

Cheers, RightDeve!

JTullman January 5th, 2010 03:58 AM

Re: 11 Gavrus
 
I've been shelling the crap out of bridge/town garrison.
I've also tried sneaking around north/south pincer attack avoiding the main route of attack but I can't get to the objective in time (10 turns). I'll try laying some smoke like you said but the Brits have dang good moral and I can't break through those foxholes.

Thanks

JTullman January 5th, 2010 04:43 AM

Re: 11 Gavrus
 
Wow, yeah absolutely nothing. The valley can't be cleared and even if you do there's just another line waiting on the other side of the river. I've been playing these games since I was in middle school and I've never been this pissed off. I'm going to turn this down to 30% and have my way with it for a few hours.

DRG January 5th, 2010 10:54 AM

Re: 11 Gavrus
 
1 Attachment(s)
First run through playing fast and a bit sloppy... draw. ( it's been ages since I looked at that scenario and everything is set to 100%) I'm confident that a second run through would result in a marginal victory or at least a much better "draw". A decisive would be tough but getting decisive SHOULD be tough though not all scenarios are set up that way.


Trying to attack anywhere south of the road is a waste of time and men.

Concentrate your force, have patience and don't attack in places that cannot give you possession of V hexes. Smoke is your friend. There's a REASON the "gold spot" is where it is. When you do attack, overwhelm.

Don

Imp January 5th, 2010 11:19 AM

Re: 11 Gavrus
 
1 Attachment(s)
Just tried myself, as DRG said pretty obvious go straight for flags force them to leave foxholes to recapture so moved all but 2 down road or North of, scouts turning up gives you a clue. Heavy casulty start to cross river but that gave time for a sensible approach later. In fact ended up with to much over the river was pulling back to engage Brits heading to take flags. Not how I like to play lots of multi units in hex smoke is key plus Mech assault with Halftracks, also wrong terrain for MGs so just use them to Z fire.
Game ended turn 8 when captured all flags screenshot provided decisive victory

DRG January 5th, 2010 01:59 PM

Re: 11 Gavrus
 
I waited too long before starting the push across the river . I was trying to time it to avoid the CA but that will drive the Brit casualties up. Where I was at turn 9 was where I should have been on turn 6 or 7.

Nice work getting the decisive victory.

Don

JTullman January 5th, 2010 05:01 PM

Re: 11 Gavrus
 
Thanks for the help guys. Yeah it dawned on me that I shouldn't even be messing with the guys in the south. I've managed to pull a draw out of it but I'm still not satisfied.

I'm not sure how I've missed this one all of these years.

JTullman January 5th, 2010 06:13 PM

Re: 11 Gavrus
 
I've finally managed to get a marginal victory.

I just left my infantry where they stood I did not move them once.

I gathered my half-tracks and stugs and just crossed the river north of the bridges. With smoke to keep the 17 pounder off my balls I took the capture points in 7 turns.

I really think the British Heavy Infantry (they were actually 'highland infantry' Scots) are unrealistic in this scenario. Shell'em, park next to them (5 half-tracks) and lay it on 'em. Absolutely nothing. I didn't inflict damage on a single squad. But I got them to retreat out of the victory hexes. Unbelievable. Oh yeah did I mention that each squad has 8 rounds of PIAT ammo 18 grenades (mills) and a 2in morter in their pocket. That's an awful nice weapons cache. Just ridiculous.

Enough of my whining. I got a victory after a night and a half of fighting this tiny scenario

DRG January 5th, 2010 06:48 PM

Re: 11 Gavrus
 
If you "didn't inflict damage on a single squad" then maybe you need to check your preference settings becasue you can see how many casualties the Brits took in Imps results and my results on my second go through mirror that and not a single one of those 2 in mortar squads survived the experience

Don


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