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My goal is to get critiques by fellow players on anything related to game play, mechanics that I may not be fully grasping or using and/or strategies I used during this operation. And if it helps any new people out there that are trying to get their heads around the game then all for the better.
On the operational side, I'll be focusing on attachments/reinforcements, movements and reading the operational map. On the tactical battle side of things, I'll explain my movements, ie attacks, defenses, any modifiers used and any adjustments I make on the unit data bar on the left and artillery placements (on and off map).
I'll be taking screenshots of the operational map, tactical maps (top down) and battle shots.
This is just for fun and I, in no way, do I claim to know what I am doing or saying!
My simple plan:
I have no idea what to expect from the Soviet side as this operation is not one i have yet fully completed and my silly bad habit of moving between operations has me losing my memory on what i'm expecting on the other side in relation to force strength and composition. I'm assuming tanks and infantry and towed a-t. ha!
+26IR secures the road north of Shilovo while completing the objectives of destroying the encircled Soviet forces and capturing the "road" objectives; secondary objective is to push east through the path located at 8,2 (x,y) and capturing the river objective crossing at grid 9,2, currently neutral (expecting it won't stay neutral for long).
+21IR pushes through to Shilovo objective (grid 5,6) through Trushinko objective (grid 5,5). Once secure, 1 of 2 battalions will move and provide support to 26IR to push on towards river objective for 26IR located at grid 9,2. The second battalion regroups, resupplies and digs in and waits at Shilovo objective for 24TR arrival (expected turn 5).
+24TR once it arrives in turn 5 enters at grid 7,1 and 8,1. 24TR will push towards Yakolevka objective (grid 7,7) and on to outskirts of Tavrovo objective grid 8,6. Ideally, the route 24TR takes is dependent on being able to traverse the river with out a bridge needed. A bridge is located at grid 6,6 and if I cant move through grid 4,7 all the way to grid 7,7 (south of the river route) then I will have to use that bridge. Which means my jump off point for 24TR is at 6,6. I can't remember from a previous play attempt if that river is shallow enough to cross. If the bridge is my only crossing the battalion waiting for 24TR will have to push foward at least to grid 7,5 to give space for 24TR to jump without being invovled in any battles. Hopefully.
Operational Phase:
Attachments (i tend to micro manage the attachments):
All Moto Inf Coys have a truck attached to them by default, except for platoons for 2Coy, 1Bn, 21IR (don't know why). I've made some changes to the following Coy:
*5Coy, 2Bn, 21IR (loc 4,5), being that the location of this Coy makes the trucks redundant for now, 5Coy (which is PzGren made up of a Command platoon + 2 squads) requested arty/mortars spotters for command platoon and 2x mg-34 squads for each platoon
For now, I've left everything else as is because either there are roads they will need to use during the operational movements or I will need to move them to the front if I need to rotate. Also, I'm looking to utilize the Bn Commanders during the tactical battles as they have arty spotters attached to them.
I'll make the initial movements and any adjusted attachments (MF direct control allows you to make adjustments like this if the unit is not set up for a battle after the movement has been completed) and play a tactical battle or two for the next post.
Thoughts? Mistakes? Assuming too much?
I personally love the opening turn, going through all the forces, getting familiar with the OOB and what reinforcements are on the way, and then like you going through and figuring out all the reinforcement attachment options. One thing I'm trying to get better at is not being too eager and straight away attaching all the best options to all my troops in the first turn, before any battles or enemy intel has been gathered. I now try to wait until turn 2 or 3 when I get a better idea of the enemy forces and locations, and can then give out the attachments accordingly (for example more artillery on the left flank where the enemy is dug in, more support weapons on the right where they have mostly infantry etc etc)
Yea, I played the winter version of this on OpStar so I'm hoping the small familiarity of the terrain might help. I did however play one or two turns of this like 4 or 5 months ago? Can't even remember that. Not enough for me to remember the force strength of the Soviets. But this should be interesting to see how it plays through.
Any thoughts on the broken english, grammar, incomplete sentences or do you think it's understandable? Hopefully what I wrote makes sense.
Glad you're enjoying it. We're all noobs to be honest, its a piece of complicated software, beautiful, but complicated.
The numbers are elevation.
100% understandable!
Btw one more piece of advice for any beginners reading this thread:
Most of us coming from wargame backgrounds straight away go for the NATO counter option, but I would actually suggest keeping them on the default unit icons. There are specific drawings for pretty much every unit in the game (not just generic infantry/tank etc) so I find this helpful for two reasons:
1) For the player, it speeds things up and makes things quicker - rather than opening a campaign and being visually overloaded with 100 nato counters you can quite easily see "okay my SMG infantry are on the left, AT rifles behind, T-60s there, T-34s over there etc etc.
2) It also helps with recon and intel on the campaign map - for example after the first round of engagements rather than more general nato counters you have a visual record of exactly where and what they enemy battlegroups are, which again makes things more manageable especially in the bigger campaigns.
3Coy, 1Bn, 26IR is moved to attack the encircled Soviet troops at 3,3.
1Coy, 1Bn, 21IR moves along the road northwest of Shilovo at grid 4,4 and 5,4.
6Coy, 2Bn, 21IR moves east reaching southern outskirts of Trushinko.
2nd Platoon, 5Coy, 2Bn, 21IR enters Trushinko village and captures the objective. Objective was unoccupied.
The rest of the Battalions and their Coys were moved along to support the movement.
I've decided not to attack at any other locations
https://steamcommunity.com/sharedfiles/filedetails/?id=2483714795
Doesn't seem like the AI moved much. Only 1 battle active and that is 3 Coy, 1Bn and parent 1Bn command, 26IR.
https://steamcommunity.com/sharedfiles/filedetails/?id=2483714918
https://steamcommunity.com/sharedfiles/filedetails/?id=2483714994
https://steamcommunity.com/sharedfiles/filedetails/?id=2483715181
Deployed units:
+1Bn Command, 26IR
+3Coy:
-Coy Command Platoon
-2nd Platoon
-3rd Platoon
Plan:
Drop artillery on locations expecting resistance. Attack from 2 different axis points. 3rd platoon attacks from the south. Command platoon attacks from the west. 2nd platoon is on reserve for possible flank maneuver or to reinforce another platoon.
All units have the 'Act with Caution' and AI maneuver control tab on.
My default modifiers for this battle are:
Recon: line, column, fast, cancel order, manuever, normal spacing
Attack: double line, normal spacing, maneuver, (smoke on if open space)
Defence: double line, normal spacing, fast
Move: double line, normal spacing
Off map artillery call ins:
I usually set them up 5 per gun, immediate action, no delays, all HE. My approach for the artillery use, is to saturate an anticpated defensive location and then move in with units. The axis of attack arrows (blue) from the operation map usually help me out to find where the enemy is set up along with the red round dotted circle; not entirely reliable but it helps sometimes.
https://steamcommunity.com/sharedfiles/filedetails/?id=2483715283
Squad from command platoon was sent to recon and made contact.
I moved 3rd platoon in after sending a squad out to recon the way towards helping out the command platoon, thus pushing in according to the plan:
https://steamcommunity.com/sharedfiles/filedetails/?id=2483715460
I send in the rest of Command platoon to support the recon squad I sent out, they reach the dug-in positions and proceed to battle it out:
https://steamcommunity.com/sharedfiles/filedetails/?id=2483719996
https://steamcommunity.com/sharedfiles/filedetails/?id=2483722155
3rd platoon makes contact with another entrenched position; soldiers from 3rd platoon engage the new contact:
https://steamcommunity.com/sharedfiles/filedetails/?id=2483723178
Fog is lifting, command platoon and 3rd platoon are now moving together:
https://steamcommunity.com/sharedfiles/filedetails/?id=2483723746
https://steamcommunity.com/sharedfiles/filedetails/?id=2483724289
At 10:29, a Soviet squad somehow slipped behind 2nd platoon and proceeded to attack 1Bn command, here is the map:
https://steamcommunity.com/sharedfiles/filedetails/?id=2483725238
Ground view:
https://steamcommunity.com/sharedfiles/filedetails/?id=2483725691
https://steamcommunity.com/sharedfiles/filedetails/?id=2483726835
https://steamcommunity.com/sharedfiles/filedetails/?id=2483726444
2nd platoon ordered back to engage the Soviets:
https://steamcommunity.com/sharedfiles/filedetails/?id=2483727203
https://steamcommunity.com/sharedfiles/filedetails/?id=2483728051
After eliminating this squad, it was more about searching out the rest of the units left on the map. I ordered to platoons around until the Soviets retreated. There weren't any other engagements.
Overall it was a 52 minute battle and the results were a lot more damaging for me than I would have liked. If the win/loss system was still in place, this would probably be a loss.
Here are the results:
https://steamcommunity.com/sharedfiles/filedetails/?id=2483729717
https://steamcommunity.com/sharedfiles/filedetails/?id=2483729838
What does act with caution for infantry on attack do? Doesn`t it make them much simply slower? Also they`ll lay down under fire anyways?
This is one of those tabs + another modifier creates an action. I can't remember what but I did have to deactivate the 'act with caution' for a squad.
My modifiers are never the same though, so I always switch them around depending on the situation.
I could be wrong, but this tab plus a modifier makes them crawl. For engineers it removes mines if you come across a minefield.
For this particular battle, because I was on the offensive and had to search for them in thick forest, I had to click more than normal.