06-16-2012, 11:57 AM,
|
|
Matt W
Lieutenant Colonel
|
Posts: 1,037
Threads: 22
Joined: Jun 2012
|
|
RE: [Fall of France #11] Initial German Setup
(06-16-2012, 11:51 AM)Hugmenot Wrote: Vince and others, is this the setup you were recommending?
Much improved. I would suggest a couple of small changes.
The major and the INF go where the captain is.
The captain should move to 0312.
That way you have more ability to spot along your front line and maintain your ability to activate your whole force in the large town at once. If the French slip to your west you can always reorient back into the town.
The two INF companies in reserve give you some flexibility as well.
No "minor" country left behind...
|
|
06-16-2012, 05:02 PM,
|
|
vince hughes
Second Lieutenant
|
Posts: 1,310
Threads: 61
Joined: May 2012
|
|
RE: [Fall of France #11] Initial German Setup
(06-16-2012, 11:51 AM)Hugmenot Wrote: Vince and others, is this the setup you were recommending?
The units in 0516 are dug despite the marker not being visible.
Hugs,
Very similar. In fact, I am PBEMing this with J6A right now and he'll confirm that the set up is very close. We've completed 2 turns and now of course, with the French 2 hexes away, I can see them in turn 3, so action will soon begin. I will post an AAR of course. Are you playing this solo ? If so, when the French come on I will tell you what J6A did with his for comparisons.
|
|
06-16-2012, 05:04 PM,
(This post was last modified: 06-16-2012, 05:05 PM by vince hughes.)
|
|
vince hughes
Second Lieutenant
|
Posts: 1,310
Threads: 61
Joined: May 2012
|
|
RE: [Fall of France #11] Initial German Setup
(06-16-2012, 04:55 PM)J6A Wrote: Vince - I know I owe you some moves in our play of this...very busy and going out of town for a few days. I should be able to do the 1st couple of impulses tomorrow, though.
Josh,
Patience, patience. The art of PBEM ! Josh, its fine, and I await expectantly lol. Do what you got to do. You only have to send 2 activations with the initiative win and then it'll be over to me. The game is about to get a little hotter now !
|
|
06-17-2012, 10:32 AM,
|
|
RE: [Fall of France #11] Initial German Setup
Over the years I've found that some of the least entertaining games are those in which I simply line two sides up against each other and blast away. Of course, some situations simply give you no choice if you want to win. I now try to spend more time advancing to contact and using (scenario) time to get myself into position. Some of these efforts have resulted in very interesting scenarios.
Of course, there are always exceptions to this rule. Just take a quick look at AK 2 (Capture of Giaragub). This is a one mapper with 199 (count 'em) turns. This does not include an intermission of 104 turns during which a sand storm prevents any action at all. The action goes from the 20 March 0400 turn directly to the 21 March 0600 turn. The unit density isn't all that great and frankly, I just don't grok this one at all except as a historical scenario. I would imagine that I could play this one to a victory in under 20 game turns, even within the tight casualty VP limits.
2,500 years ago people worshiped cats. The cats have never forgotten this!
|
|
|