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


Dutch East Indies
11-08-2010, 11:47 PM,
#13
RE: Dutch East Indies
I do find that many of Curt's DEI scenarios take some non-standard thinking to go well. With EA on, the Japanese can't just move around and take all the objectives as they get to them. You will run out of time that way.

I try to "flow around" an early objective when I can and keep moving. Leave enough behind to pin the defenders in the objective, but keep the front line going. Doesn't always work because Hawk is a damn fiend when it comes to delaying actions. :)

There are often multiple waves of Japanese troops (coming from off-map as reinforcements), so you can bypass an early objective hex altogether with the first wave and leave it for the second wave.

Mike
Quote this message in a reply


Messages In This Thread
Dutch East Indies - by Mr. Guberman - 11-04-2010, 12:48 PM
RE: Dutch East Indies - by Kool Kat - 11-04-2010, 09:29 PM
RE: Dutch East Indies - by Mike Abberton - 11-04-2010, 10:34 PM
RE: Dutch East Indies - by Kool Kat - 11-05-2010, 10:53 PM
RE: Dutch East Indies - by Huib Versloot - 11-06-2010, 02:21 AM
RE: Dutch East Indies - by Kool Kat - 11-06-2010, 02:48 AM
RE: Dutch East Indies - by Hawk Kriegsman - 11-06-2010, 08:57 AM
RE: Dutch East Indies - by Mr. Guberman - 11-06-2010, 12:08 PM
RE: Dutch East Indies - by Hawk Kriegsman - 11-07-2010, 12:49 PM
RE: Dutch East Indies - by Kool Kat - 11-06-2010, 09:21 PM
RE: Dutch East Indies - by Mr. Guberman - 11-07-2010, 05:35 PM
RE: Dutch East Indies - by Hawk Kriegsman - 11-07-2010, 09:56 PM
RE: Dutch East Indies - by Mike Abberton - 11-08-2010, 11:47 PM
RE: Dutch East Indies - by Mr. Guberman - 11-09-2010, 04:07 PM
RE: Dutch East Indies - by junk2drive - 11-09-2010, 11:47 PM
RE: Dutch East Indies - by Jason Petho - 11-10-2010, 01:23 AM

Forum Jump:


Users browsing this thread: 4 Guest(s)