Posted: Fri Jan 06, 2012 6:04 am
Stalingrad Docks. MV in 22 turns.
Start prestige: 215. End prestige: 124.
New units purchased: Two recons, pioniere (all at deployment).
Units lost: Core – Recon, grenadier, Sherman; auxiliary – 6 Italian infantry, 3 Ju-87s, 2 AAs.
Medals: 3. Heroes: 4.
When I first saw this map, I was afraid it would be “Storming Stalingrad” all over again: an uphill fight that would either see my core destroyed or an outright loss. Thankfully, the docks scenario turned out to be mercifully easier – although not by much. I decided to set out for a minor victory; since I already controlled two objective hexes, gaining four more seemed to be a reasonable goal. I cautiously moved east, making sure that almost every attacking unit was backed up by one or more artillery units. This really is the only way to make headway in the Stalingrad scenarios, since the AI did another fine job of counterattacking weaker units (like the hapless Italians).
I took my first two objectives (hex 6,17 on turn 3 and hex 15,4 on turn 4) and, other than the aforementioned Italians, my casualties were constant but not too heavy. (The fact that there are so many flag hexes definitely helps get the prestige count up.) Meanwhile, as suggested by the commander, I used the auxiliary Luftwaffe units to hit as many Russian transports as possible. While I put a serious dent into the Red shipping supply, I always felt like there were just too many to kill (and a tenacious Red Air Force made the job that much harder). I took a lot of losses with the Luftflotte 4 units, but I figured the more Russian units I could sink before reaching the docks made the losses worthwhile. (I was able to maintain air assets over the Volga until turn 13, by which point my Ju-87s were all shot down and the lone strategic bomber was crippled.)
Continuing my advance, I took two objective hexes (11,21 and 15,9) on turn 8. At that point I figured I’d dig in and settle for defending my minor victory. Yet the lure of advancing further was too much… so while I halted operations in the center (where resistance was heavy from the onset), I decided to move in the north toward the T-34 factory and in the south toward the docks themselves. While the southern advance wasn’t too heavily resisted (I captured my first dock hex on turn 9), the battle for the T-34 factory turned into an epic slugfest. The Russian AI did a fantastic job of moving forces into the area and kept up a fierce defense of the hex. Finally, on turn 13 I took the factory – and then things got REALLY interesting as the Russians threw even more forces at me (and, on turn 18, the first snowflakes started falling). Despite the AI’s commendable performance I held on to the factory until the last turn, thus gaining the minor victory with one objective hex to spare.
A few issues with this mission: First, the AI still left some of its flag city hexes to attack nearby units, although not as often as it did in the previous mission. Second, the Russian transports make foot-marching sounds when they move rather than oceanic sounds. Finally, a strange thing happened three or four times: I used my strategic bomber to hit Russian units in city hexes for suppression purposes. However, on at least three or four occasions, the city hex was also neutralized, and a flag appeared where there had not been one before! This seemed strange, since it allowed me to thereby take the hex (after the occupying unit was destroyed) and thus gain prestige for the capture. Is this intended, or is it a bug (as I don’t recall seeing this happen in previous scenarios)?
As tough as this scenario was, it was a nice “cool-down” from the Storming Stalingrad mission. While the Russians were still tough here, it seemed that a victory much more likely to happen here than in the mission before. Again, I really do think these scenarios are capturing the “feel” of urban warfare – a torturous, agonizingly slow advance through block after block of dug-in forces. So far, the ’42 DLC is doing a marvelous job of placing the player into the mindset of the German forces in Stalingrad.
With the campaign branching after this scenario, I’ll play through both courses and report on each. I’ll tackle the “sit-tight-and-do-as-you’re-ordered” scenario line first, then go for the breakout scenarios afterward.
Start prestige: 215. End prestige: 124.
New units purchased: Two recons, pioniere (all at deployment).
Units lost: Core – Recon, grenadier, Sherman; auxiliary – 6 Italian infantry, 3 Ju-87s, 2 AAs.
Medals: 3. Heroes: 4.
When I first saw this map, I was afraid it would be “Storming Stalingrad” all over again: an uphill fight that would either see my core destroyed or an outright loss. Thankfully, the docks scenario turned out to be mercifully easier – although not by much. I decided to set out for a minor victory; since I already controlled two objective hexes, gaining four more seemed to be a reasonable goal. I cautiously moved east, making sure that almost every attacking unit was backed up by one or more artillery units. This really is the only way to make headway in the Stalingrad scenarios, since the AI did another fine job of counterattacking weaker units (like the hapless Italians).
I took my first two objectives (hex 6,17 on turn 3 and hex 15,4 on turn 4) and, other than the aforementioned Italians, my casualties were constant but not too heavy. (The fact that there are so many flag hexes definitely helps get the prestige count up.) Meanwhile, as suggested by the commander, I used the auxiliary Luftwaffe units to hit as many Russian transports as possible. While I put a serious dent into the Red shipping supply, I always felt like there were just too many to kill (and a tenacious Red Air Force made the job that much harder). I took a lot of losses with the Luftflotte 4 units, but I figured the more Russian units I could sink before reaching the docks made the losses worthwhile. (I was able to maintain air assets over the Volga until turn 13, by which point my Ju-87s were all shot down and the lone strategic bomber was crippled.)
Continuing my advance, I took two objective hexes (11,21 and 15,9) on turn 8. At that point I figured I’d dig in and settle for defending my minor victory. Yet the lure of advancing further was too much… so while I halted operations in the center (where resistance was heavy from the onset), I decided to move in the north toward the T-34 factory and in the south toward the docks themselves. While the southern advance wasn’t too heavily resisted (I captured my first dock hex on turn 9), the battle for the T-34 factory turned into an epic slugfest. The Russian AI did a fantastic job of moving forces into the area and kept up a fierce defense of the hex. Finally, on turn 13 I took the factory – and then things got REALLY interesting as the Russians threw even more forces at me (and, on turn 18, the first snowflakes started falling). Despite the AI’s commendable performance I held on to the factory until the last turn, thus gaining the minor victory with one objective hex to spare.
A few issues with this mission: First, the AI still left some of its flag city hexes to attack nearby units, although not as often as it did in the previous mission. Second, the Russian transports make foot-marching sounds when they move rather than oceanic sounds. Finally, a strange thing happened three or four times: I used my strategic bomber to hit Russian units in city hexes for suppression purposes. However, on at least three or four occasions, the city hex was also neutralized, and a flag appeared where there had not been one before! This seemed strange, since it allowed me to thereby take the hex (after the occupying unit was destroyed) and thus gain prestige for the capture. Is this intended, or is it a bug (as I don’t recall seeing this happen in previous scenarios)?
As tough as this scenario was, it was a nice “cool-down” from the Storming Stalingrad mission. While the Russians were still tough here, it seemed that a victory much more likely to happen here than in the mission before. Again, I really do think these scenarios are capturing the “feel” of urban warfare – a torturous, agonizingly slow advance through block after block of dug-in forces. So far, the ’42 DLC is doing a marvelous job of placing the player into the mindset of the German forces in Stalingrad.
With the campaign branching after this scenario, I’ll play through both courses and report on each. I’ll tackle the “sit-tight-and-do-as-you’re-ordered” scenario line first, then go for the breakout scenarios afterward.