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Full Version: Clobbering Kraut Corner
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Well sort of....

A minor victory for the Americans.  I was able to take Kraut Corner on turn five and hold it.  For a while there I had all three American companies disrupted.  Looked like I was going no where.  The HQ had been steadily advancing to get close to his troops.  They rallied and won the game.

A minor Allied victory.  Lock & load.  Bang away with your artillery, that is useful.  Game file of end result and replay files attached.  Unzip into your PzB Normandy game directory.  Start the game.  From the menu choose File then Replay and load the turn one btr file.


If you thought the German engineers in Kursk had it bad, it sure does suck to be an Allied engineer in Normandy.


Dog Soldier
Thanks. I finally got a minor victory after posting last night. But that was the 3rd attempt and only on turn 7 of attempt 3 (IOW after 21 turns if you would) did Kraut Corner disrupt. Wondering how soon it disrupted for others?

Did someone say that changes to the code might have made the tutorial more difficult than intended?

Also wondering about the Clear mines or rubble toggle. Seems that engineers automatically try and clear these when they have the capability to do so. What then is the purpose of this toggle?

Thanks,

Gerry
If you toggle it off, you can fire or assault with the remaining movement points.

Engineers are better than their PzC counterparts, as you don't lose MP's for entering a minefield. This also makes those Sherman Crab/roller units overpowered in my opinion, as you can drive through and clear a minefield several hexes deep with a single company in a single turn.

If you disrupt the defenders of a bunker behind a minefield, you can assault it normally on the same turn with the engineers. Unless someone clears the minefield, the engineers that captured the bunker will be isolated next turn however.