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So I've taken the plunge and setup a Grand Campaign solo game. Daunting but enjoyable as I can potter around playing at my own speed. I've played through to about midday on the 7th and i'm starting to run into strategy problems.
After reading through the aars here I am hesitant to attack aggressively as the allies, this has led to the Germans being able to set up solid defensive lines on the contentin but flimsy lines between bayeux and caen.
I guess my question is, at what odds should the allies always attack and should the attacks be predominantly one hex attacks with some support? So far ive tried to go for only attacks between 5-1 and 7-1.
H
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Tom Stearns
United States Houston Texas
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I myself am only on the 11th of my solo game, so I don't speak from a wealth of experience. Mistake I made in early game was making multi-hex attacks and expending 3CSP. The CRT isn't set up to really award those kind of attacks. The results on the CRT, as far as I can tell are not radically different between 3:2 and 4:1. As Allied supply dwindled I began making more 1 hex attacks often without support, ending up between 1:1 and 3:1. The lack of retreat results has made this game more of a battle of attrition early on than I would have thought. My game was also effected by two consecutive turns of heavy rain, which made attacking even more difficult. With clearer weather I began to make fewer more concentrated attacks utilizing the max air support.
I don't really see this game devolving the way The Longest Day did where you don't make any attacks at less than 5:1 odds. Those odds are very difficult to come by in this game. Over time the Allies should win the battle of attrition.
Post some updates. Interested in comparing progress of others vs my own, as well as discussion of strategy.
In my game the Allies had the VP's at end of turn 9 for auto-victory, but I am playing on, keeping VP totals.
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Rusty Coleman
United States Geismar Louisiana
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I like the optional graduated supply consumption for attacks. Always waiting for 5-1 and above may see your supply evaporate quickly. When I've played the campaign game, I've resolved that I would create a reasonable schedule of availablility broken down into how many supply points I would use per day for the U.S. and for the U.K. I've played games where the supply was gone by 6/9! When the supply was gone, we ended the game. I would say that I really prefer playing with the alternate landing zones for the 82nd. In the several games when that was included, cutting the Cotentin Peninsula happened pretty qickly.
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Hello
June, 27 PM turn: Playing with a mate over Vassal. No VP counting. Some totally personal observations regarding strategy based on this, an FTF and a couple of solitary games:
For the Allies * Basically never go for multi-hex attacks - the CSP cost isn't worth it * Odds don't matter much - die modifiers DO. Especially the CAM modifier which guarantees a modified die result of minimum 1 and allows the attacker to choose from two results * Breakthroughs don't happen - it's a game of attrition - so attack in clear terrain (obviously the use of VP/Sudden Death can force the Allies to attack certain areas) * Destroy bridges with armed recon. It’s tempting to knock this or that unit out but often the destruction of bridges in the German rear areas yield far better long term results * Never attack in bocage. As if the -3 die mod isn’t enough you cannot advance after combat unless you destroy the defender * Inflicting step losses is more important than conquering terrain (obviously the use of VP/Sudden Death can force the Allies to attack certain areas) – the ratio for losses should be 0,7CSP/step or better. Keep this ratio in mind when bombarding as well: less than 70% chance for a hit isn’t good enough. Love these beautiful British 8 guns!
For the Germans * Entrench, entrench, entrench - especially in the clear terrain in the Orne area and on the extreme western flank * FLAK, FLAK, FLAK - in the same areas. The +3 die modifier for air support makes even a 1:2 attack attractive for the Allies.. or semi-attractive perhaps * Don't underestimate the power of the US! Sending all your panzer divisions against the Brits is tempting (and somewhat historical) but it can take a long time shifting forces west when the US gets into high gear * Don't attack! The game is a contest between Allied CSPs and German step losses. The ratio should be about 0,7CSP/step as far as I can tell. If less the Allies can get in trouble – if higher the Germans will. By attacking you sometimes allow the Allies to inflict losses on you in your own turn. Let them do the work. Obviously there are a lot of situations where an attack is warranted but generally speaking the Germans should hold back. * The same goes for bombardment - here you allow the Allies a chance of inflicting losses on you WITHOUT paying CSPs. A very bad deal indeed. Again: A lot of situations where bombardment can yield results but remember: It's a game of 'economics'. * Night bombardments: No counterbat fire, but the arty you use cannot aid your forces in defending in the AM turn so use it carefully * Rivers/streams rule! Burn them bridges! No CAM attacking across and no advance for mech units. My opponent has held an entire US division with support back behind the river south of Isigny with a couple of infantry batallions and a few support units. * Don’t get surrounded! Sounds rather basic but sometimes a couple of Allied attacks and advances/mech moves can result in you having a strong stack of units ’eliminated’ for the rest of the game by a couple of companies locking them with their ZOC * Don’t mind yielding terrain in the areas where there is bocage futher back
Best, Robert
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thanks robert. I'm starting to learn, first in Omaha, then some other stage and finally I want to play the campaign. And I will watch well your comments.
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