Need Opponent #0712_03 Hill 235_3 - Northernmost Advance
#0712_03 Hill 235_3 - Northernmost Advance:
I can faithfully get one turn per day out on this. I'd like to take German's and we sally-forth with default optional rules?
I have played a few of the early scenarios with my results against the AI getting better. Not a great benchmark of course, but I can say that (a) I love the scale of this game and it seems to suit my play style better than SB and/or PC. This one really fits the "crossover" perfectly imo, and does a lot of stuff very well.
Bunkers, I have (had to) learned, are there, are historically accurate, and will have to be dealt with in this game. But there IS a way or two to crack bunkers and pillboxes semi-efficiently.
When I make purposeful reminders to myself to keep things in "perspective", they usually work pretty well. A "bunker" icon is not a single bunker. That hex is 250 meters across. That bunker is probably a network of bunkers. Three hexes is about a half mile...6.5 hexes is about a full mile. I try to visualize the actual distances a company, battalion, regiment, division, etc need to cover. I try to pay close attention to Unit integrity, utilizing a 3 battalion/regimental attack with the same deployment techniques that the actual commander would.
Target prioritization is also key. Use your "g" hot key often. Shoot every possible shot, whenever possible w/out dire effects. Sometimes that last chance "rocket propelled grenade" weak sounding "whoosh" at a bunker gets you a lucky disruption.
That's one other thing...get those units disrupted!!! The whole stack!!! THEN assault. Don't waste valuable arty on bunkers you're results are too spotty at best.
Anyway.........holler me up. Rileydavidsmith@yahoo.com
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