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Full Version: The Idiots Guide making Leto Grumble, Bemoan & Otherwise Lament Everything CM ***
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I had to choose a hyper-confident title for this DAR, because the truth is I think I have a very slim chance of winning. But I cant let Leto know that.

Here is a pic of the left and center


Here is a pic of the right and center


Details of my force and strategy to follow. Right now I just dont have it in me.
Don't burn yourself out mate.....DARs are time consuming.
Turn 4 action/5 Order

I ran my sharphooter forward to get a early glimpse.

The bad news is that Leto did actually select more than an infantry platoon - bummer. the good news is ... dont have any good news yet.




Order Turn 5:
I was hoping to keep my sharpshoopter hidden in those scattered trees, but he has too many units coming at me.

Took a bit of debating what to do with this sharpshooter, but I ended up do a withdrawel along the yellow line. The reason being that would give me the most amount of time to figure out what to do next.

The other option I considered were moving along the purple lines or just hiding and hoping for the best.
I just love the thread title. Makes mine look downright clumsy in comparison. The trend towards talking smack in DAR thread titles must be encouraged...

Clickies all around!
Turn 6 - 10: Sniper's Woes

Well the withdrawel route turned out to be not the best because as soon as the sniper reached the open ground he started crawling. That is a sure way to get seen.


Somehow he makes it to the trees, but I didnt really know what to do with my tired sniper, so I figured maybe I will just let him hide. But Leto decides to walk right over him.



So I figure there is a waste of a perfectly good sniper, but amazingly they dont see him - or so I think.

But Leto in the next game email Leto says, "That has got to be a crack sniper in the middle of my middle advance… I walked right over him!"

Well now I know the sniper is toast, but I figure I will at least withdraw him and make them shoot their guns.



And the amazing thing is he got away. They didnt even fire.

I dont know what exactly leto saw, but I have a new respect for crack snipers.

Also note that Leto said "middle advance". At this point I have only seen what the sniper has revealed in the middle. So that was a little extra free recon. Thanks Leto.

Soon I plan on explaining my defensive force and my defensive positions.
I suspect that all Leto got was a sound contact. Nice story to tell his grandkids Smile
Turn 12 orders -

Looks like Leto has advanced to my first stronpoint.  So I will give some details about it.




This first picture shows the details of it.  It is a patch of woods guarded by a veteran airborne submachine platoon.  The platoon commander - Lt Karl (for short) has a +1Firepower & +1Stealth rating.  All the squads are split into half squads of 4 and 5 men.  The weak point of this position is the blue line.  the box next to the blue line is a place where I will drop 82mm mortars and do a small counter-attack if needed, so it isnt completely open.  The right side will be pretty tough to crack with my SMG teams deep in the trees and barbed wire blocking the easy access points.






I was lazy about getting my other teams in order, but the first picture shows a veteran squad that will fire when any units try to cross the open ground.  The second picture shows two other squads and a mg that will hopefully be in position by the end of turn 12.

The goal is to pin the first couple squads that try to cross the open ground with long distance fire.  Then when he finally gets serious and pushes across the smg units gun him down.  I only want 1 smg unit opening fire each turn.  So I open up with one unit - and hopefully kill whatever he has sent at me - and then he has to spend time and resources trying to break each unit individually.  The ultimate goal is that he calls in the tanks or heavy artillery.  Tanks preferably because I have a gun - just a 45mm - that hopefully will get a chance to bag a Kraut tank or two.

this is actually a pretty good position.  The problem with my defense as a whole is I didnt get enough troops to properly defend a big map.  Sigh.  I will have to get into that later.

btw, I hesitate posting this because the coil could possibly use some of these tactics on me in our other game.
It's annoying isn't it Smile I remember playing a CS mirror game a couple of years back, and my opponent delayed sending back his attacking turns until we were a couple of turns ahead on the one where I was attacking. I didn't get wise to it until he started doing exactly what I was doing on the attack (when it worked of course).

Just console yourself that imitation is the sincerest form of flattery Smile

McIvan Wrote:
It's annoying isn't it Smile  


That clickie-chasing Coil is always annoying kill

Anyway... back the the topic of the thread.

Here are my force selections

1 Co Vet Airborne SMG squads (2 platoons, 9 men each squad)
1 Co Vet Guard Rifles (3 Platoons - 4 squads each platoon)
1 Co Green SMG/LMG Squads (3 Platoons - 7smg 1 lmg - 20 ammo)
2 conscript 107 mm spotters (40 ammo) and 4 trps
1 reg T34/85
1 Crack SU85
2 Vet 76mm guns
2 Reg 45mm guns
1 Crack sniper
1 Crack tank hunter
2 reg 82mm mortars
25 barbed wire pieces
1 trench
1 anti-inf mine

My plan was to use the green smg as a screen and then use the vet rifles to actually stand up to the germans and shoot out with them. Then I would have the conscript art and the vet smg to counter-attack in the critical areas.

Well it was a good plan until I saw the map. We chose a large map, and I just was not prepared for how much space I would have to cover. And I really do not have enough units to properly cover all the approaches. Couple that with the fact that my center area is just a giant mess of scattered trees with no open ground to put up a resistance has me very worried about my ability to affectively stop Leto. I really needed another green smg squad for this size map, and I think that will prove to be my downfall. (I have 1 green smg platoon and the elite tank hunter guarding my right side).

Even worse, I got a terrible draw on HQ units and the +/- quality. My crack SU-100 dropped to a vet. Only 1 squad went up in quality while 3 dropped down. My crack tank hunter went to elite, which would be a good thing except for the fact that he only got molotovs (I tested the tank hunters before i purchased and 75% get the effective AT weapon).

Added after battle was over
My theory behind my selection was this:
1) I wanted to base my defense on Vet Guards Units that could engage his troops at range and stand up to counter-fire. That actually worked good.
2)I wanted a place to be able to find a place - deep in my defense - to stand my ground and then counter-attack. My goal when defending is not just to stop him, but to route them off them map. So i got the 2 platoon company of Vet SMG unit and two 107mm spotters with 4 TRPs.
3)I wanted one T34-85 for a mobile defense
4)I wanted one Su-100 to take out - or at the very least pose a threat to - heavy German tanks
5)Fill in the rest with Green SMGs/a couple mortars/some guns/barbed wire.

And I think my defense would have worked on a smaller map, but this map was just too big. When I saw it I knew that I just didnt have enough troops to cover the map. I spent a long time trying to think of some way to defend it better, but had to settle for the defense I mustered. And before we started I knew that if he went down either map edge, I would have no way to stop him. And that is what he did.
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