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Who's gettin' their ass kicked on Utah beach?


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If your one of 'em (and their are more than a few), you'll be glad to know version 1.1 has been sent to Manx w/ the following changes:

SPOILER

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Allies now have use of an M8 How. Mort. Carriage.

Allies recieve an additional platoon of engineers, for a total of three.

Allies recieve one TRP.

More brush added to the general landscape (a place for your routed Sherman crew to hide).

Blue Allied setup zone extended 100m up the beach for elbow room.

Good news for those who can't beat it. smile.gif

Overkill for those who can. :(

Have fun.

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Thanks for the added help. Maybe now I won't feel like I'm being repeatedly kicked in the nuts while attempting to beat Victor South.

On a side note any chance of adding some sharpshooters or machineguns to the US forces?

[ 06-26-2001: Message edited by: Shipmonkey25 ]

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Well, the first group of soldiers on the ground at Utah was a primarily infantry only element. Having lost two of the three control craft prior to landing and not really knowing their exact location, the officers present didn't want to land their precious support resources too early on a piece of ground they were wholly unfamiliar with.

I have fudged already with the M8 and extra engineers, however, so MG teams and sharpshooters may show up too. smile.gif

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Alright.

Two of my four player test group have now beaten Victor South v1.0 with major victories. One on his first try, the other on his second. The fella who beat it in one try believes it's a little too easy for the Allies. The other thinks it's just right. The two remaining testers think the scenario is "impossible".

It's interesting to note that the two who can't seem to make it off the beach are playing v1.1 wherein the Allies possess greater resources. The successful players are using 1.0 with a numerically inferior Allied assault group.

And now, a little help if you're stuck:

***SPOILERS***

Be aggressive w/ your armor at the outset while the 88's are occupied w/ the sinking of the floundering landing craft out to sea.

Move your armor across the open terrain landward of the seawall simultaneously. Don't give those 88's only one target at a time or rest assured, they WILL hit it. Moving them all virtually assures the survival of at least two of your precious Sherms. (precious because you really do NEED them to win)

Look for inland defilade from the Uncle Red 4 bunker complex. It does exist (with a preferential eye to the 88's LOS deadzone created by the MG bunker hillock roughly in the center of the map).

Put yourself in Jerry's shoes. Where would you put YOUR FO's were you him. Their death's can often be the herald of victory.

Knock down exposed buildings. Rest assured, there is probably something in them.

Smoke those bunkers! You'll find your tanks will often do this on their own while trying to cross the killing zone from the beach to road. When they do, MOVE YOUR INFANTRY. Some will get cut down by MG's, but the 88's would send them packing right back over the seawall in nothing flat. There are also a number of postitions on top of the seawall where your 60mm mortar team can blind those 88's. Smoke and move, smoke and move.

Be thrifty with your powerful 8" naval artillery. Don't waste it on the pillbox 88's. Unless of course you think there may be an FO up on that hill! ;) It's much more effective against the small, fortified infantry positions.

This next thing won't help you win, but it will raise your total score. Several essentially useless wooden MG bunkers are scattered down the seawall. A platoon of engineers moving when the 88's are smoked can reach and knock out all three.

And finally. Forget about those boats! They're goners man! :D

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