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8piecebox

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  1. Spoiler Alert (if by this time it's realistic to think there are tons of folks who haven't played this campaign yet): During the Rushing Stavelot scenario (triggered when one occupies both Lodomez and Richard in the previous battle... aka "The Speed Option"), two different convoys of American trucks, armored cars, and jeeps appear on different roads leading into the town. I've unpacked this scenario (I believe version "C") and loaded it into the editor to see the details. From there, I learned that these two convoys have exit zones to the North and Northwest, but as I am a complete scenario/campaign editor novice, I was unable to determine whether the successful exit of these convoys constitutes a greater American presence in the following battle at Stoumont (or subsequent battles). What I'm trying to figure out is whether I need to absolutely prevent these buggers from getting away or if their inclusion is just for historic/atmosphere/FOW/confusion/surprise purposes. The other thing the editor did not reveal (or I couldn't reveal it) was the logic behind the fuel dump (presuming this is in the vicinity of the ? marks displayed in the briefing). Not sure what I'm missing there. Or if taking the square plus all other OBJ abstracts the discovery of the fuel dump, which manifests itself in the next battle's briefing (in the campaign log). Or if taking the square triggers a new OBJ to appear on the map. Couldn't figure that out. According to other posts on the subject, it doesn't matter whether you stop to find fuel or move on. I'd like to find out for myself.
  2. There was a post I came across a while ago that explained how to re-pack an edited scenario (unpacked from a campaign) back into the original campaign. I believe it said something about the need to first create a core units file within the editor and then open the unpacked scenario one wishes to modify, "load" in (apologies if that isn't the right term) the core units, and then... I can't remember! Wondering if someone might direct me to that post and I'll take it from there! Thanks!
  3. Putting aside the "I cannot cross the bridge at Heumen" conundrum, I found the tactics posted here to be very helpful for at least arriving at the bridge intact... I went with the default setup. Split the left flank's squads down into M1919A6 teams and stuck them in the hedgerow and started firing at the bunker (not a hint of suppression. Left spotter laid down the initial three rounds of 81mm smoke 150 yards or so from the bunker mid-way between the two starting farms/buildings and got a good, lucky linear pattern that overlapped one another at an angle just enough to keep the advancing sections of the left flank obscured with just a few casualties. Spotter waited for Germans to reveal their positions and managed to knock out the AT gun with the 81mm HE halfway through the rounds... I tried to adjust fire to harm the MG nearby, but should have cease-fired and repotted... by the time the adjust fire order came through, all the rounds were spent... freshman error. This spotter spotted the farthest MG and dropped all his 60mm ammo on it, killing half the crew, but leaving the rest unharmed. Used the leapfrogging/smoke canister/quick-hide tactic (must remember to check facing before tossing smoke canister!) to decent, if somewhat clumsily executed, effect for the advancing sections... that probably saved a few lives. Advanced up to the the final ditch before the water and managed to get the bazooka team close enough for a flanking shot. First three/four shots missed; fifth found the mark and killed all three occupants. Two other teams snuck up to the wire and blew two gaps in it (the road tile and the tile on the opposite side of the road from the knocked-out bunker). The rest area-fired at the first objective building (which I later realized was empty the entire time) and the occasional unit that popped up from the trenches farther down the island. Meanwhile, the right spotter and M1919A4 moved into the right building and awaited units to show themselves. The rest just hid behind the hedge behind the building out of sight. As the left spotter had already taken out the AT gun, the right spotter tried to take out a plain-Jane infantry unit in a trench with his 60mm, but I don't think it did a thing at all. Once the left flank started trading fire with the Germans while up close (and after the bunker was knocked out), I advanced up the middle with the right guys using the same leapfrogging/hide/smoke tactic. Not as effective. These guys were pretty much decimated by an unseen MG on the farthest side of the island (near to the far, far right building objective), so they spent most of their time hugging the dirt permanently pinned. Pretty much tells me that advancing up the left side 100% might get even better results (presuming one gets a similar initial smoke result). Can't think of a good reason to advance from the right building, even if it is closer. I did all this with about 8 minutes remaining on the clock, but even without the bridge crossing glitch, I figured I would have run out of time anyway. Maybe I could have taken the first building objective, but I don't think that would have been enough to eek out a favorable result... I think taking the second building is required, but at the rate I was going, there was little chance of that happening... not with a fully intact MG up on the 2nd floor. My M1919A4 just couldn't manage to make that MG keep its head down. Overall, this was a great teaching scenario for me, even with the bridge crossing difficulty.
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