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Old November 10th, 2017, 05:14 PM

Gerry1 Gerry1 is offline
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Default Re: 48. Seela's Pioneers

Thanks very much for the tips. I tried some of those ideas but I am sure my execution was probably not great. T-34s at 50m did a lot of damage to my infantry in the buildings.

A few more questions:
1) What do you do with the SPWs after unloading as they are so thin skinned and the Soviets have T-34s and ATG? Do you move them around to get eyes on part of the battle? In this scenario if they try to support infantry with MG fire they will expose themselves.

2) Some of you have read way more WW II history than me. I am wondering how the Germans historically decided when to dismount from the APCs and also get off the road when they didn't have armored cars for scouting. (As you say in the scenario you need a good first turn so if you are too cautious it will not work.)

Thanks again.

Quote:
Originally Posted by jivemi View Post
--Spoiler Alert--

1) Don't lead with the Flammpanzer; drop off your infantry about 300 meters from the objective (and better stay off the road coming in). Wait until infantry engage the T-34s, either to close assault, hit them with AT weapons, or simply soak off their shots. Then you may attack the weakest one(s) with the flamer, provided that you're reasonably assured no enemy can take potshots at it. (The designer, CB Blackard, is a master at hidden surprises).
2) Don't scout with it either--without designated scout units your infantry are the default. After capturing the first town you will be obliged to take chances with infantry in HTs (SPW 251/1s) to go for the northern objectives, but keep the Flammpanzer behind them. IIRC it's best to take several routes (some along the road, some off) north with your HT's to avoid running into enemy speeding to counterattack, and don't go too fast--maybe half speed--along the road. Dismount at least one infantry after moving for a "lookaround" and to spot enemy on the Russian interturn--or at least a chance to spot them, since they've moved as fast as their transports.
3) The first town is key to further success. After dismounting the infantry advance no more than one or two hexes per turn, preferably in buildings, trees or craters. Swivel them around on each move to check for enemy on the flanks. If you're not sure lay down smoke to block LOS (line of sight). After taking the town consider leaving one infantry behind to make sure no "lurkers" can take the objective with impunity.

Hope that helps. It's a challenging scenario based on historical events. Good luck!
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