Frontlines: Westfall - Sittard
Hero:
Finally a good hero that goes well with the run. Field Repairs is always welcome for dealing with chip damage, more so in this situation. Adding the hero to 4th Tank Battalion combined with sturdiness of Sherman Jumbo tanks means that I should hopefully not worry about replacements on that unit.
Starting Prestige: 8475
New Equipment Provided:
1st Bombardment Squadron - B-25H Mitchell
I need slightly better bombers, as the Havoc has poor stats and barley does meaningful damage for this stage of the war. Previous missions convinced me that a good plane to damage tanks and other heavy vehicles could be a good addition to the force.
Starting Army Composition:
Infantry
2nd Infantry Battalion - US HW Inf 43 (M3 Halftrack) - ** - Fist Strike
3rd Infantry Battalion - US Infantry 43 (Dodge WC63) - River Assault
1st Engineer Combat Battalion - US Engineers 43 (M3 Halftrack) - ** - Fast Deployment, Fast Entrenchment, First Aid
Tank
1st Tank Battalion - M5A1 - ** - Cheap Replacements, Leadership, Sixth Sense, Steamroller
2nd Tank Battalion - M4A1 (field mod) - *** - Field Repairs, Low Profile, Steamroller, Tank Killer
3rd Tank Battalion - M4 Crocodile - *
4th Tank Battalion - M4A3E2 - * - Filed Repairs
Recon
1st Reconnaissance Battalion - OS11 - M8 Greyhound - ***
Anti-Tank
1st Tank Destroyer Battalion - M10 Wolverine - *
2nd Tank Destroyer Battalion - M18 Hellcat - *
Artillery
1st Field Artillery Battalion - OS11 - 75 mm HMC M8 - **
2nd Field Artillery Battalion - M7 - **
3rd Field Artillery Battalion - M12 GMC - **
4th Field Artillery Battalion - 8 Inch M1 (Studebaker Truck) - *
Anti-Aircraft
1st AAA Auto-Weapons Battalion - QS11 - M15 MGMC - *
Fighter
1st Fighter Squadron - P-47D25 - * - Fast Rebase, Learns from Mistakes, Lightning Attack
Tactical Bomber
1st Bombardment Squadron - B-25H Mitchell - *
1st Reconnaissance Squadron - OS12 - F4 - **
Reserve
1st Infantry Battalion - Rangers - **
4th Infantry Battalion - US HW Inf 43 (M3 Halftrack) - **
5th Infantry Battalion - US Infantry 43 (Dodge WC63) - **
2nd Engineer Combat Battalion - US Bridge Eng (Studebaker Truck)
Highlights
One group moves east, so far encountering only minimal resistance.
German airfield in sight, capturing it in 5 turns is no real challenge. I have lots of time to spare.
That Panther could have been very dangerous, but fortunately it stumbled into an ambush and was wiped out immediately. Interesting thing by the way that is useful to know - even with Slow Reaction, ambushes still trigger!
Some tough German forces counterattack east of Margraten, but they all fall to the power of good old encirclement tactics. Despite dealing a lot of damage in the process, they ultimately do not have a chance.
While this DLC does not have an overabundance of Vigilant tanks (in fact I don't think I've seen one yet), this is the second Last Stand hero I see. Not nearly as game-changing, but still requires to adapt accordingly, as just surrounding it simply won't work. Lowe Profile and Butcher also seem to be common enemy hero choices in Westwall so far.
With Margraten secured, I now focus on the optional objective and move all my forces north.
Slowly, but surely, my armies meet up just south of Sittard and prepare to besiege the city.
Optional objective secured for a really worthwhile award. A perfect hero choice for 1st Bombardment Squadron, should make my aircraft deal a lot more damage against priority targets while also being a bit safer without escorts.
Summary
Final Prestige: 10505 (up 2030)
Overall
Slightly easier mission that the few recent ones. This is because the map incentivizes to not split forces into more than two groups, which in turn makes them all much more resilient against German counterattacks. The timer is generous, so there's no need to rush after capturing the airfield and that little bit of experience gained so far helps put op a better fight as well. I also got somewhat luckily with a few poor choices the AI made, not of its own fault really, just pure chance, which saved me from some more difficult encounters. Still, I cannot drop my guard at any time given how easy it is to get attacked in positions that on a normal run I'd consider well defended. Recon is also important, allowing me to choose my fights and not stumble into overwhelming forces by accident. Lastly, if things go not as planned, there are always some auxiliary units that can sacrifice themselves for the greater good.
armedevil wrote: ↑Sun Aug 24, 2025 2:53 pm
Always nice to read the AARs of missions you played yourself earlier (otherwise: beware of spoilers...).
Slow Reaction is one of the traits I would never consider, because a good commander would try to plan for all contingencies rather than accept slow response (and corresponding unnecessary casualties) from their troops. But respect for the challenge to make the game harder on Generalissimus. Maybe 10% less core slots would be more pure as a handicap.
AARs are always something I'd consider reading only after playing the campaign myself, but I guess most of the forum users happen to finish these campaigns, or at least some scenarios, so it is not as risky (I also try to be clear in the titles which campaign I'm running to avoid surprises). At this point I so got used to adding them here that it would feel very strange to play this game without a report.
Regarding Slow Reaction, I always try to make my campaigns somewhat unique, be it due to traits, or some self-imposed challenges. Mostly I'd consider longer, linked campaigns more interesting for the latter, since following some restrictive rules beyond what the game has pre-set can be tons of fun. The shorter, unlinked campaigns like this one I mostly treat as testbed for trying out general traits and other features. Slow Reaction so far has been an interesting one, since it completely changes how units need to be used and how the game needs to be played. Standard tactics will simply not work. I'm not yet completely sure about judging the fun factor it brings, but it is certainly challenging and keeps me focused. Certainly it is better than Inept Logistics (the -10% core slots trait), as that one is rather boring in what it does. Fewer core slots certainly have an impact on difficulty, but were not too thought provoking when I tried that out. They just mean fewer units and can be easily compensated by a lucky hero pull. On the other hand, things like Poor Ground Control, Green Army, Inefficient Supply or Slow Reaction require re-learning the game, which is refreshing once in a while (but certainly not something that I'd consider a standard).