(04-10-2011, 07:50 PM)Hauer Wrote: what next?
It gets dark early in Eastern Europe this time of year, dude. Take your 3000 46mm mortar rounds and go home! (Oh. Wait. You
are home.)
Hauer apparently didn't realize that the battle generated at only 12 turns long. I thought that this old version of Steel Panthers still adds random extra turns to the end of a battle, so I didn't think anything of it when he just began staging his big push on Turn 11.
Then pffft, lights out.
It was really entertaining getting to re-learn SPWaW. I purchased two stock infantry companies and a stock panzer company, because I didn't want to screw with SPWaW's finicky rally rules. Then two offboard 105 batteries and two snipers.
I reorganized each panzer platoon into a mini-company based on Pzr IIs with a single Pzr I and one or two IIIs or IVs attached. I used the Pzr Is as de facto ACs, in which role they were my leading killers. (Go figure.) Their MGs were hella more efficient mopping up broken Poles than the 20mm cannons on the IIs, and SPWaW gunners almost never remember to fire their coaxial MGs ...
I played the first 3 turns before remembering the damn "sixth sense bug"! :rolleyes:
Worst of all, I forgot how often SPWaW artillery goes out of contact. I was way too conservative with my shells. On the other hand, I've always appreciated the morale crushing and accuracy of SPWaW artillery. It makes the battlefield a slippery slope, whereas in SP:WWII you can stick doughty infantry in good cover and they will hold that ground come hell or high water. Your opponent can't move an attacking force close enough to push them off without eating too much friendly fire.
Fun battle. Thanks for accidentally taking it easy on me, Hauer. ;)