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Frederico

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Posts posted by Frederico

  1. Played again and achieved tactical victory by both holding objective AND exiting Stranky's force. It is a great scenario ( as are all of your scenarios) but you really have to read the briefing with care and pull out the calculator!

  2. I really enjoyed this scenario, but I am curious about the scoring. I exited almost all of Stransky's force ( minus one halftrack and 4-5 men), destroyed 18 Soviet tanks and 200 men and still suffered a tactical defeat. What is the secret? 

  3. In my opinion, it is not a work in progress. It is more just a matter of personal preference. If you like large battles like this it really is a good one. I have played it twice, trying a different approach the second time, and have no complaints or even real suggestions. ( I do wish Battlefront would devise a road movement system.) But if your preferences are different, then this probably isn't the scenario for you. As to your suggestion regarding The Proving Grounds, I agree, but only so more people can have access. 

  4. Agreed. I was trying to put a positive spin on what is a lot of (work) detail. Just finished and I do feel that the work was worth it though. I personally like large scenarios, but I know some do not. I have been playing CM since the beginning and I think a road movement system would be at the top of my list of improvements. However, still an enjoyable scenario.

  5. Two hours in and just ready to assault Cheneux and Stoumont. Really enjoying the decisions required at this scale. Can't imagine the amount of work required to make this, but it is greatly appreciated! As mentioned in other posts, a road movement system would help, but the work required does help to model the problems the Germans had of moving so many vehicles over such a limited road net.

  6. The 4th mission was very bloody, but I did eventually get a German surrender. Not many Americans left, but Stevens did survive. The 5th mission is a real challenge - it took a replay to get a total victory, but I got my hat handed to me on the first play. This is a well-crafted campaign, if you like a @#$#@# challenge. Mistakes will cost your dearly!

  7. Thanks for the info. Played it a third time with a tactical victory and moved to the second battle. I always try to conserve my forces early in a campaign - every designer is different and I try to avoid being behind from the start. Deep into the second battle now and I must admit that this has been a challenge so far. One can tell that a lot of thought was put into the German's battle plans. If the remaining battles are as challenging as the first two, I will be cursing a lot! 

  8. Possible spoiler:

    Played the first scenario and achieved a draw, which was not good enough to move to the next battle. Played again with a minor victory, but this was still not enough to move to the second battle. Wondering what it takes to continue in this campaign. Considering you are attacking a force that is equal to (or better) than your own, you will not have much left if you push much harder. What level of victory does it require?

  9. SPOILERS>>>>>>>>>>>>>>>>

     

     

    I like to send the first platoon over the ford into the objective on the right flank. Load them up with javelins and clear this area first. It prevents some of the fire into your flank when crossing the bridges and allows you to interdict his reinforcements. (Use your artillery for a bombardment before entering the town.) Do not use your UAVs until you get the Tunguskas. Hopefully your artillery can get one in this area; if not, your javelins will do the job.  If possible, move your first platoon Bradleys over the bridge to reinforce the infantry. Use smoke as necessary.Use your remaining force to attack the objective on the left. Use your air assets when you get at least one of the Tunguskas. Your tanks and Bradleys provide a lot of firepower to help clear buildings - use them as much as possible and conserve your infantry.  Short version, but it does work.

  10. 12 hours ago, kraze said:

    How do you manage in mission 6(?) Rocket's Red Glare?

    Where you start with but a recon platoon and a pair of ATGM Strykers but in just 2 minutes right after the start russians launch a massive attack throwing a good dozen of BMP3s and tanks at you - and there's like nothing I can do, maybe take 3 or 4 of them out before they mow down everyone - there's no time to launch precision strikes with arty even to at least kill some tank.

     

     

    Spoilers:

    First, let me say I play in real time, which makes it easier to deal with the Russian probe. I got the sniper into the church in the center and he survived just long enough to call in an artillery strike on the Russian anti-air assets. This is critical to be able to call in the Apaches or they are quickly lost. Other units made it to the large building on the right where they played hide and seek until reinforcements arrived. (The javelin was able to take out two tanks.) It is also important to blunt the Russian armor somewhat or they will be sitting on top of your reinforcements when they arrive. The Strykers are very difficult to utilize in this situation.

     

  11. On 4/2/2017 at 10:18 AM, db_zero said:

    I tried another try at this one to see if some different tactics would yield different results. Looks like there is an Easter Egg planted. Under the right circumstances Hansel and Grettle will appear.

    Mild Spoiler:

     

    Being aggressive from the start and picking the right spot make this winnable. If you plod, the artillery will pound you and the Stugs will be a factor.

  12. I really enjoyed this campaign. Very good job of conveying the difficulties of urban combat. The maps were excellent and the AI setups were all solid. I played it ver 4 and found the new routing created additional challenges (mentioned it on another thread) as you had to find and fight units multiple times. Thanks for your time and skill!

  13. Just a thought - some are saying that the early routing now favors the attacker, but I have found that to be the opposite in urban settings. You have to fight the same guys multiple times now, where in the past you could often destroy them in place. Also, before you can fight them again you must find them again and in urban settings that is a pain. (Except for the occasional route path that takes them towards you.) Not sure yet how I feel about this change overall, but it has made urban fighting more challenging for the attacker. I just finished the Aachen campaign - the last battle especially bore this out, but chasing ghosts in the cemetery was also difficult. 

  14. I know how you feel. I do not have any hard numbers, just lots and lots of time playing the game and I swear quite a bit that the AI has a fudge factor. Rather it is the lone rifleman making kills at 400 meters or an enemy mortar round that kills someone way out of the kill zone it seems that my guys never have such skill. I defer to those who know, but it still will not stop my swearing.

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