ncc1701e Posted November 16, 2018 Author Share Posted November 16, 2018 On 11/14/2018 at 11:58 PM, JoMc67 said: Next Game will be a 'Mirror version with NCC as Canukes...Oh, and the only Commonwealth forces I play are the Scotts, Irish & Canukes as the rest don't count :-)..The Game will be increased to 25+5, AC's will come on in 15 minutes, and the Green Infantry Soft Factors have been increased a little for slightly better staying power (All Green troops will retain High Motivation, increased leadership to 0, and CW HQ only will have a +1 Leadership). Think I also changed one aspect of the 'House Rules' a little. @JoMc67 I think I will continue in this thread the DAR of the mirror version. This is time to leave for now... Happy game and like me, have fun ! 0 Quote Link to comment Share on other sites More sharing options...
JoMac Posted November 17, 2018 Share Posted November 17, 2018 2 hours ago, ncc1701e said: @JoMc67 I think I will continue in this thread the DAR of the mirror version. This is time to leave for now... Happy game and like me, have fun ! Sounds Good, and enjoy this next Mirror Game ...I will leave now and back at Games End :-) 0 Quote Link to comment Share on other sites More sharing options...
peter thomas Posted November 17, 2018 Share Posted November 17, 2018 (edited) Excellent, clear and very helpful AAR, especially with all the tactical tips chipped in. Thanks to the OP and to those who chipped in. Look forward to the next one. Seemed to me that you did mostly everything by the book but you were stymied from the off by your opponent basically rushing over a shorter distance to get on the objective, so there wasn't much you could do. Edited November 17, 2018 by peter thomas 0 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 18, 2018 Author Share Posted November 18, 2018 On 11/17/2018 at 12:00 PM, peter thomas said: Excellent, clear and very helpful AAR, especially with all the tactical tips chipped in. Thanks to the OP and to those who chipped in. Look forward to the next one. Thank you, I am happy to do this to help others. If it can decide some people to buy this game, that would be great. 1 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 19, 2018 Author Share Posted November 19, 2018 MY PLAN AND MY INITIAL MOVES Okay, I am the good guys this time. So let's try the gamey initial move to rush into the village. I will not split my forces again in order to achieve fire superiority. 1 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 19, 2018 Author Share Posted November 19, 2018 MINUTE 1 I have ordered my team to do some FAST moves in order to reach key houses into the village. My left wing is here. In the center, I will try to mount some kind of reserve to see from where the attack came. On the right, one squad will rush into the woods. 1 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 19, 2018 Author Share Posted November 19, 2018 MINUTE 2 A 10 seconds pause for my heroes before running toward their respective objectives. Next stop on my right wing near at the edge of the woods. In the center, one squad will advance carefully inside the village. On my left wing, I am reaching my first defined objective. Now, I will move more cautiously. And the surprise of the end of this turn. Incredible, one German is already there, rushing on the woods on the right of the village. I hope this guy has registered for the New York City Marathon... 1 Quote Link to comment Share on other sites More sharing options...
domfluff Posted November 20, 2018 Share Posted November 20, 2018 (edited) So the plan here should be: Work out a hasty defensive plan. You want as many of your guys to be as stationary in decent positions as possible, right now. MGs are superb for this. From there, you need to keep building and reinforcing this defence, using the stationary guys to cover better positions, better sight lines, etc. The nuance is in deciding what is good enough, and what is too far, and that's hard to judge. You need to get the foundation down before setting up your platoon in situation that you're happy with. Defensively you want to protect key areas, preferably where they can see and support each other. It's no good sticking someone in the woods if they can't be seen by the rest of the platoon, since the Boche could potentially bring their entire force onto this isolated unit. You happen to know that artillery is not a major issue, so controlling buildings isn't a bad idea, but pay attention to the direction windows are facing, and any blind spots. Ideally I'd like to leave one squad in reserve, and keep the HQ and mortar team central, so that they can help out. Don't be afraid to lay smoke with the two inch mortar - that's mostly what they're for. The HE rounds are helpful, but smoke has an immediate effect on the battle that disproportionate to their size. Laying smoke to cover a withdrawal, or to split and isolate enemy fires is crucial to the British way of war. One you've secured the position (which looks likely to involve a firefight), the next part will be to take stock on the overall situation - if you get into a confused firefight now and win, then you may or may not have already won the game, but working out whether (and how) you can develop your now-slightly-less-hasty-defence into a proper attack. One option will be to not attack, or to wait for the armoured car to show up. Again, this is a question of nuance. You happen to know the composition of the enemy forces exactly, so you should be able to get a good idea about whether you''re winning the fight once the shooting starts. Bren vs Spandau is an old debate - the MG42 obviously has a much greater rate of fire, but lower accuracy. The Bren might be the finest LMG in WW2, but the MG42 isn't an LMG... Edited November 20, 2018 by domfluff 2 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 20, 2018 Author Share Posted November 20, 2018 Thanks for the good advice @domfluff 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 20, 2018 Share Posted November 20, 2018 Yes, good advice from domfluff... 0 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 20, 2018 Author Share Posted November 20, 2018 MINUTE 3 Another German is spotted in front of the house I fail to assault at my first try. Unfortunately, my orders were already given for this turn and it was impossible to stop my men. This guy has taken a shot from a LMG, either MG34 or MG42. My first casualty. On the left, the marathon's champion is now carefully moving while my reserved squad is taking the house in front of him. I am predicting bad things for him soon. At the end of the turn, I have also spotted some moves at the center of the map. I am wondering how @JoMc67 is able to move so quickly without tiring his men... Sound contacts everywhere at the edge of the village, this will be bloody... 1 Quote Link to comment Share on other sites More sharing options...
domfluff Posted November 20, 2018 Share Posted November 20, 2018 Fatigue mostly doesn't matter - the more fatigued you are, the slower you are allowed to move, but it doesn't (appear to) affect your morale, shooting, etc. It's obviously still better to be unfatigued than fatigued - if you need to bring up reserves quickly or get out of an area that mortars are in, then you'll want to be able to move Fast whenever you need to. 1 Quote Link to comment Share on other sites More sharing options...
General Jack Ripper Posted November 22, 2018 Share Posted November 22, 2018 On 11/20/2018 at 5:56 PM, ncc1701e said: At the end of the turn, I have also spotted some moves at the center of the map. I am wondering how @JoMc67 is able to move so quickly without tiring his men... Don't make such assumptions. His men are likely as tired as your own. 1 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 22, 2018 Share Posted November 22, 2018 Yes, as GJR says, you could now take actions on the safe assumptions that his men are nearing exhaustion. 0 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 22, 2018 Author Share Posted November 22, 2018 Message from @JoMc67 : Quote Ok, ask the Forum members how does each state of Troops readiness effects Spotting & Shooting (ex: does 'Tired' troops Spot less with less shooting accuracy, etc)...Let me know what's said. What I think was said awhile ago; Spotting & Moral is temporarely reduced when readiness is reduced (ex; 'Tired Troops spot less), but Shooting accuracy still stayed normal. Any expert of this topic out there? Thank you 0 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 22, 2018 Author Share Posted November 22, 2018 8 hours ago, General Jack Ripper said: Don't make such assumptions. His men are likely as tired as your own. You are right. 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted November 23, 2018 Share Posted November 23, 2018 19 hours ago, ncc1701e said: Message from @JoMc67 : Any expert of this topic out there? Thank you @Josey Wales is the expert on this stuff. My understanding, mostly based on tests by Josey Wales, is the following: Fatigue has no effect on a unit’s accuracy or on its morale state regardless if the current morale state is a result from either Combat Stress or Combat Shock or a combination of both. Fatigue will only affect your movement options: Tired troops cannot Fast Move.Fatigued troops cannot Fast, Assault or Hunt Move. Exhausted troops cannot Fast, Assault, Hunt or Quick Move. 5 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 23, 2018 Share Posted November 23, 2018 Ah... thank you for clearing that up, MOS. If correct then one can run one's units to the point of exhaustion with no penalty?? (In RL presumably a heavily breathing chap would not be able to aim accurately.) 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted November 23, 2018 Share Posted November 23, 2018 Sure, except that they'll be unable to move quickly when you actually need them to - getting out of the way of mortars, moving to the next objective, etc. 2 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 23, 2018 Share Posted November 23, 2018 True. However, in many instances (esp WW2 era) being the first to reach a location is a major step to victory. It takes a few minutes for arty to FFE so there is usually time to rest and recover a bit. In the game, we're saying that exhausted troops can fight as effectively as fresh troops - they just can't run much more is all. Not sure why the engine couldn't add some sort of combat penalty if they are fatigued or exhausted. 0 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 25, 2018 Author Share Posted November 25, 2018 Thanks guys, I have sent your answer to @JoMc67 0 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 25, 2018 Author Share Posted November 25, 2018 MINUTE 4 Not much to report, Germans are firing on my troops from one house. Other troops are spotted just behind. 1 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted November 25, 2018 Author Share Posted November 25, 2018 (edited) MINUTE 5 The situation deploys suddently with the incoming of about a team in the woods on my right. Alas, my troops are not seeing them... They are here guys!!! They are here!!! And you are behind them... But, this is too late. The team in the woods plus the one in the house from minute 4 are firing on one of my squad. The result is catastrophic. Another retreat... My guys in the woods are still progressing unable to spot the enemy. Edited November 25, 2018 by ncc1701e 0 Quote Link to comment Share on other sites More sharing options...
Bil Hardenberger Posted November 26, 2018 Share Posted November 26, 2018 Is your team moving slow? If so that could be part of the problem... visibility is not great when they are hugging the ground. Move teams in pairs, in a mixture of very short rushes (Fast) and Hunt... with a lot of listening halts in order to better spot enemy units. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 26, 2018 Share Posted November 26, 2018 (edited) It's worth firing at sound contacts as well. In CM1 the sound contacts were vague and inaccurate and it was usually a waste of ammo shooting at them. In CM2 sound contacts are quite accurate and one can usually get a result by shooting at a sound contact. Edited November 26, 2018 by Erwin 0 Quote Link to comment Share on other sites More sharing options...
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