• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


It's a Long Way to Tipperary - Round 4
05-01-2026, 07:39 AM,
#51
RE: It's a Long Way to Tipperary - Round 4
Reminder: the result of the game between Outlaw Josey Wales and Gray Nemesis was reported in this thread, but not reported officially.

-

I'd be interested in hearing how Allied players won this scenario.
Quote this message in a reply
05-01-2026, 11:41 PM, (This post was last modified: 05-01-2026, 11:43 PM by HMCS Rosthern.)
#52
RE: It's a Long Way to Tipperary - Round 4
Here are the standings after Round 4. Round 1 definitely skews the standings in favour of team 2. Surprisingly, Round 4 had relatively balanced results.  

Note,
1. "handles" with strike-throughs are those entrants that dropped out but I did not need to find a replacement player,  because timing of the dropouts allowed the tournament to still have even number of players. 
2. "handles" with hyphenated names show entrants that dropped out and the replacement name (the replacement received the points from the dropped out entrant.). Thanks to the replacement entrants.  cheers

Please report any errors.

[Image: IALWTTR4%20Standings.png]
Quote this message in a reply
05-02-2026, 05:52 AM,
#53
RE: It's a Long Way to Tipperary - Round 4
(05-01-2026, 07:39 AM)ComradeP Wrote: Reminder: the result of the game between Outlaw Josey Wales and Gray Nemesis was reported in this thread, but not reported officially.

-

I'd be interested in hearing how Allied players won this scenario.
For myself, I played an attrition battle, focusing on where I had the advantage in firepower, basically. 

I focused on artillery and the massive number of Shermans on a limited number of target hexes, and then probing in other spots as the German forces shifted to other threats with massed infantry and armor. I figured my infantry was at greatest risk from the powerful German artillery so I tried to limit how many could be hit to just a few.

I targeted AT guns first with my armor, where the loss ratio was in my favor, but even with lost tanks the AT guns would quickly become a minor threat after a turn or two.

That was my general method - but on the east end I was more aggressive but even then it was using the special forces. I would assault with the spec forces units in a mass and generally cause 4 to 1 or better losses.

So I did very limited assaults, otherwise. I could generally pick up 40-50 points per turn using focused firepower/mass. Although my tank losses were fairly high, it was never enough to stop me except to lower fatigue. And I could usually kill up to 100 men in a stack with my massed tanks and lose 1-2, so easily a 5x points loss ratio just from that.

When my opponent fell back, I got some cheap points due to AT guns and other units being in the front line in T mode - he was using AI movement. I would have had a major win anyway but that gave me hundreds of easy points to drive things up. But otherwise the losses were much more balanced at that point, when I would come upon a defensive line, until I could adjust my forces.

So a German defense focused on falling back seems like a good strategy?

Rick
[Image: exercise.png]
Quote this message in a reply
4 hours ago,
#54
RE: It's a Long Way to Tipperary - Round 4
I think my game was quite similar with what Rick described - an attrition battle. My troops suffered heavy losses in the early phase but I was able to puncture the initial defensive line by concentrating the Shermans and a lot of artillery fire to a couple of points. Once I got through the initial line the kill ratio became very favorable. In the end the German casualties were over 39000 and 264 vehicles. My own losses were also heavy - almost 25.000 men and 565 vehicles.

Arto
Quote this message in a reply


Forum Jump:


Users browsing this thread: 1 Guest(s)