(03-28-2018, 09:19 AM)CheerfullyInsane Wrote: (03-28-2018, 08:12 AM)Plain Ian Wrote: Well you beat me to it. I've spent more time doodling with my map than I have playing. Here's the map. I'll add proper comments tomorrow. The X is supposed to mark the spot which I think Vasili says is the weak point?
If it's any consolation, your map looks far better.
And yes, that solitary trench is the weakest spot. There are two pillboxes with lessened defensive values as well, one right next to the trench hex, and one at the western edge of the beach at Vierville. These are the only three hexes where there isn't an escarpment, and thus the only three hexes where you can get the needed armor-support through.
Well there are 5 Ditches so in theory 5 target hexes. I'm not so sure that this is the weakest hex? Its the only one which isn't a Hard target but it qualifies for a net -85% modifier I think (TRENCH/Woods/Elevation). Yes the other target hexes require hard attack factors to attack but they have lower modifiers. The St Laurent hex is definently the hardest when you add up the modifiers and is one I wouldn't pick.
I still think its a bit incongruous that a unit in a Pillbox/Bunker becomes a hard target and gets a modifier for this BUT it also gets the modifier for the other terrain in the hex? Its a hard target because of the concrete but it's somehow also in the woods/village whatever and gets that benifit as well? Why does it get both?
I'll wait until Friday to start the playthrough. The playthroughs I've done suggest trying to exploit the TRENCH weakness will be difficult. Any savvy German will just hammer the beach hex opposite so you really need to try a multi hex approach.