Allied: Crusader
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
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- Master Sergeant - Bf 109E
- Posts: 484
- Joined: Sun Oct 14, 2012 10:44 pm
Re: Allied: Crusader
9) Crusader - Beta 2
Level: Colonel
Prestige Begin: 5982 End: 1232
Result: Triumph 20/20
Brought core to full strength. OS units by 2.
Upgraded 2 Crusier Mk.I to 2 Crusader Mk.I
Purchased 1 Crusader Mk.I, 1 Crusader Mk.II, 1 Churchill Mk.II, Hurricane Mk.IIC, Typhoon Mk.IB.
Split force into 2 groups. 1 headed North and the other West.
Group North consisted of Churchill, 2 x Crusader, BL 6 inch, recon, and HW Inf. Supported by Hurrican and Typhoon.
Group West consisted of 2 x Crusader, BL 6 inch, recon, engineer, inf. Supported by Hurricane and Beaufighter.
Group North was to head North, defeat armor, and then turn west toward Tobruk to defeat axis forces and open a corridor for the convoy. They will then escort the convoy back to "A" areas.
Group West was to attack the forces behind the mines toward hanger "B" and support the Para. Three para flew to destroy and capture Hanger B. Then the group was to retreat back toward the "A" areas protecting victory hexes.
All went as planned until the force attacked to the South. Though I was expecting it, I tried to gather certain assets to the attack point and got my artillery detroyed while it was being transported.
I liked this scenario very much. I have read about other's receiving units or SE units. To this date and for the next scenario I have received none.
Level: Colonel
Prestige Begin: 5982 End: 1232
Result: Triumph 20/20
Brought core to full strength. OS units by 2.
Upgraded 2 Crusier Mk.I to 2 Crusader Mk.I
Purchased 1 Crusader Mk.I, 1 Crusader Mk.II, 1 Churchill Mk.II, Hurricane Mk.IIC, Typhoon Mk.IB.
Split force into 2 groups. 1 headed North and the other West.
Group North consisted of Churchill, 2 x Crusader, BL 6 inch, recon, and HW Inf. Supported by Hurrican and Typhoon.
Group West consisted of 2 x Crusader, BL 6 inch, recon, engineer, inf. Supported by Hurricane and Beaufighter.
Group North was to head North, defeat armor, and then turn west toward Tobruk to defeat axis forces and open a corridor for the convoy. They will then escort the convoy back to "A" areas.
Group West was to attack the forces behind the mines toward hanger "B" and support the Para. Three para flew to destroy and capture Hanger B. Then the group was to retreat back toward the "A" areas protecting victory hexes.
All went as planned until the force attacked to the South. Though I was expecting it, I tried to gather certain assets to the attack point and got my artillery detroyed while it was being transported.
I liked this scenario very much. I have read about other's receiving units or SE units. To this date and for the next scenario I have received none.
- Attachments
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(12.05.2013) Crusader, Turn 20.zip
- (67.39 KiB) Downloaded 178 times
Re: Allied: Crusader
Beta2/3 - Colonel - DV at turn 17
Started with Beta2 and ended with Beta3 - I like the scenario.
The counterattack towards area A is wonderful. I left only one unit and needed all air and some ground units to defend this area. After the counterattack was eliminated all axis units begun to attack: really great. The scenario shows the see-saw changes in the african theater very well.
Maybe an extra message then destroying the hangar before turn 7 would be helpful.
Started with Beta2 and ended with Beta3 - I like the scenario.
The counterattack towards area A is wonderful. I left only one unit and needed all air and some ground units to defend this area. After the counterattack was eliminated all axis units begun to attack: really great. The scenario shows the see-saw changes in the african theater very well.
Maybe an extra message then destroying the hangar before turn 7 would be helpful.
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- Senior Corporal - Ju 87G
- Posts: 90
- Joined: Sat Sep 02, 2006 6:02 pm
Re: Allied: Crusader
Beta 2/3 - Colonel level.
I either went too cautious or too reckless. By reckless I mean I sent the C-47s with Paras to go for the Hangar at Site B, far ahead of Southern force
I did get the Hangar at site B. Lost a lot of paras because their C-47s flew right near the Italian guns. But they managed to do it. Barely.
Southern force went to provide cover and reinforce paras. Lost a Crusader II, and an SAS, but pushed through, had an engineer clear the minefields.
Northern force headed towards Tobruk in a NW direction, didn't think about a covering force at base... but they got bogged down, as did Southern Force. Soon as I got the trucks detailed to head to Objective A, the damn Germans launched their attack, and I got caught in a pincer. Ouch.
Fuel- that was my big hold up. I kept having to refuel fighters and my Typhoon while the bloody axis planes were still in the air,as well as constantly getting replaced.
Really frustrating seeing full units of 10 after you blasted them to 2s.
I did get the SAS SE unit as reward for how Crete went.
I either went too cautious or too reckless. By reckless I mean I sent the C-47s with Paras to go for the Hangar at Site B, far ahead of Southern force
I did get the Hangar at site B. Lost a lot of paras because their C-47s flew right near the Italian guns. But they managed to do it. Barely.
Southern force went to provide cover and reinforce paras. Lost a Crusader II, and an SAS, but pushed through, had an engineer clear the minefields.
Northern force headed towards Tobruk in a NW direction, didn't think about a covering force at base... but they got bogged down, as did Southern Force. Soon as I got the trucks detailed to head to Objective A, the damn Germans launched their attack, and I got caught in a pincer. Ouch.
Fuel- that was my big hold up. I kept having to refuel fighters and my Typhoon while the bloody axis planes were still in the air,as well as constantly getting replaced.
Really frustrating seeing full units of 10 after you blasted them to 2s.
I did get the SAS SE unit as reward for how Crete went.
Last edited by praetorreich36 on Sat May 18, 2013 11:55 pm, edited 1 time in total.
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- Staff Sergeant - Kavallerie
- Posts: 327
- Joined: Mon May 14, 2012 8:42 pm
Re: Allied: Crusader
This hasn't been changed in the briefing or the unit name.Ballacraine wrote:Service Corps trucks in the initial briefing should read Royal Army Service Corps (RASC) trucks.
( I know it is a small point, but my Father served in that unit throughout the war)
Balla.
Balla

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- Staff Sergeant - Kavallerie
- Posts: 327
- Joined: Mon May 14, 2012 8:42 pm
Re: Allied: Crusader
All the 'ridge' tiles in the eastern section of the map are still randomly aligned.
Balla.
Balla.

Re: Allied: Crusader
The visual polish of the maps is still not done so don't expect it to change. Copied from here:Ballacraine wrote:All the 'ridge' tiles in the eastern section of the map are still randomly aligned.
Balla.
Rudankort wrote: What's NOT included yet
There are several things which are not in this beta. We will fill these gaps in the next betas. But for now, the following is missing:
- A few art pieces here and there are still missing, in particular scenario images shown when you are selecting a scenario from the list.
- New tiles and map visual polishing. While the maps are fully functional, no effort have been made yet to make them look pretty. This is the final graphics task on our list, and it is not done yet.
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- Corporal - Strongpoint
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Re: Allied: Crusader
Crusader
Colonel
Starting Prestige: 4332
Triumph, 18/20
End Prestige: 487
Upgrades: HW Infantry -> Engineer, Hurrican Mk1->P40 Kittyhawk (needed the extra range), Matilda II->Churchill II, Chevy WB->Humber AC, 2xCruiser MkIV -> Crusader Mk 1, 6 inch Arty -> 7.2 inch, Wellington Mk Ic -> Mk III
Purchases: HW Infantry + Bren Carrier, Bishop SPG, Valentine II, Typhoon Mk1B
Losses: Valentine II
This is a mission where I really wish you had more deployment slots - not so much because it's too difficult without them (though it certainly can be challenging), but because you get so many cool toys, but have to pick and choose which ones to use. Especially not knowing the unit composition going in, the temptation is to bring a little of everything and it's annoying if you pick wrong - e.g. bring AA and fighters to a map with almost no air opposition.
I don't really see the point of the Crusader MkII - I'd much rather have the MkI's extra close defense rather than slightly better AA defense.
This mission is very puzzle-like, because of the big German counter-attack at the end. The first time I played, I attached straight northwest across the map to clear the way to Tobruk. Then, as I was bringing the supply trucks back, I got bushwacked my a giant wave of panzers that I had no hope of stopping before they took the 'A' spots.
On my second playthrough, I instead attacked North and destroyed the counter-attacking force before it could get its act together. So, if you haven't played the mission yet, you get your butt handed to you. If you've played it before, it's easy, albeit a long slog.
I also question the premise of the mission - if we're trying to relieve Tobruk, shouldn't we be trying to escort supplies *in* to the garrison?
Finally, I don't like the placement of the British units in the southwest - they're not protecting anything and are way out of place to protect A.
Colonel
Starting Prestige: 4332
Triumph, 18/20
End Prestige: 487
Upgrades: HW Infantry -> Engineer, Hurrican Mk1->P40 Kittyhawk (needed the extra range), Matilda II->Churchill II, Chevy WB->Humber AC, 2xCruiser MkIV -> Crusader Mk 1, 6 inch Arty -> 7.2 inch, Wellington Mk Ic -> Mk III
Purchases: HW Infantry + Bren Carrier, Bishop SPG, Valentine II, Typhoon Mk1B
Losses: Valentine II
This is a mission where I really wish you had more deployment slots - not so much because it's too difficult without them (though it certainly can be challenging), but because you get so many cool toys, but have to pick and choose which ones to use. Especially not knowing the unit composition going in, the temptation is to bring a little of everything and it's annoying if you pick wrong - e.g. bring AA and fighters to a map with almost no air opposition.
I don't really see the point of the Crusader MkII - I'd much rather have the MkI's extra close defense rather than slightly better AA defense.
This mission is very puzzle-like, because of the big German counter-attack at the end. The first time I played, I attached straight northwest across the map to clear the way to Tobruk. Then, as I was bringing the supply trucks back, I got bushwacked my a giant wave of panzers that I had no hope of stopping before they took the 'A' spots.
On my second playthrough, I instead attacked North and destroyed the counter-attacking force before it could get its act together. So, if you haven't played the mission yet, you get your butt handed to you. If you've played it before, it's easy, albeit a long slog.
I also question the premise of the mission - if we're trying to relieve Tobruk, shouldn't we be trying to escort supplies *in* to the garrison?
Finally, I don't like the placement of the British units in the southwest - they're not protecting anything and are way out of place to protect A.
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- Lieutenant Colonel - Elite Panther D
- Posts: 1360
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Allied: Crusader
Crusader.
Easier the second time around, found it a great help that the Tobruk garrison could upgrade their 25pdrs to Bishops . They helped with the breakout, and defeat the last German counter attack.
By attacking the airstrip (south east of Tobruk) first and not going looking for the Germans to the north east made things easier.
The para drop on airstrip B was supported by a light armoured thrust, Crusader tanks and A/cars,
which almost came to grief in action with Italian tanks which were surprisingly strong. A tough little strong point, held things up nicely for a while. The Italian attack on Tobruk could start earlier, to make things more difficult while the British use most of their strength to reach the "A" hexes.
Easier the second time around, found it a great help that the Tobruk garrison could upgrade their 25pdrs to Bishops . They helped with the breakout, and defeat the last German counter attack.
By attacking the airstrip (south east of Tobruk) first and not going looking for the Germans to the north east made things easier.
The para drop on airstrip B was supported by a light armoured thrust, Crusader tanks and A/cars,
which almost came to grief in action with Italian tanks which were surprisingly strong. A tough little strong point, held things up nicely for a while. The Italian attack on Tobruk could start earlier, to make things more difficult while the British use most of their strength to reach the "A" hexes.
- Attachments
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(16.05.2013) Crusader, Turn 20.zip
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- Master Sergeant - Bf 109E
- Posts: 484
- Joined: Sun Oct 14, 2012 10:44 pm
Re: Allied: Crusader
Crusader - Beta 3
Level: General
Prestige Begin: 7063 Deploy: 3461 End: 3424 Victory: +4244
Result: Triumph 17/20
Brought core to full strength. OS units by 2.
Upgraded 2 Crusier Mk.I to 2 Crusader Mk.II, Matilda to Churchill II
Purchased 1 Churchill Mk.II, Engineer w/Bren, Typhoon Mk.IB.
Received SE Spitfire I
Split force into 2 groups. 1 headed North and the other West.
Group North was to head North, defeat armor, and then turn west toward Tobruk to defeat axis forces and open a corridor for the convoy. They will then escort the convoy back to "A" areas.
Group West was to attack the forces behind the mines toward hanger "B" and support the Para. Three para flew to destroy and capture Hanger B. Then the group was to retreat back toward the "A" areas protecting victory hexes.
All went as planned until the force attacked to the South. Though I was expecting it, I did not gather the assets to the attack point as quickly as needed. Had to take additional time to clear out the "A" areas then moved the convoys in.
Level: General
Prestige Begin: 7063 Deploy: 3461 End: 3424 Victory: +4244
Result: Triumph 17/20
Brought core to full strength. OS units by 2.
Upgraded 2 Crusier Mk.I to 2 Crusader Mk.II, Matilda to Churchill II
Purchased 1 Churchill Mk.II, Engineer w/Bren, Typhoon Mk.IB.
Received SE Spitfire I
Split force into 2 groups. 1 headed North and the other West.
Group North was to head North, defeat armor, and then turn west toward Tobruk to defeat axis forces and open a corridor for the convoy. They will then escort the convoy back to "A" areas.
Group West was to attack the forces behind the mines toward hanger "B" and support the Para. Three para flew to destroy and capture Hanger B. Then the group was to retreat back toward the "A" areas protecting victory hexes.
All went as planned until the force attacked to the South. Though I was expecting it, I did not gather the assets to the attack point as quickly as needed. Had to take additional time to clear out the "A" areas then moved the convoys in.
- Attachments
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(21.05.2013) Crusader, Turn 17.zip
- (67.81 KiB) Downloaded 164 times
Re: Allied: Crusader
Beta 3 - colonel
A typical replay-scenario. The german forces heading for the "A"-hexes are too strong for a try to win the map in first attempt without extraordinary luck.
On the other hand it was challenging in the second try too. LOL. I lured the axis into a trap after softening them by airpower. A stupid PIV D with strength 4 attacked a 10-point QF3 AA, backuped with 7,2". He occupied the airfield, but why attack? It was no ambush-situation.
The italian city in the west was only taken as indicator for italian counterattack. I went back and surpriesed them beeing in trucks...
Why do i have to destroy the depot? There seems to be no trigger and there is nothing to find.
A typical replay-scenario. The german forces heading for the "A"-hexes are too strong for a try to win the map in first attempt without extraordinary luck.
On the other hand it was challenging in the second try too. LOL. I lured the axis into a trap after softening them by airpower. A stupid PIV D with strength 4 attacked a 10-point QF3 AA, backuped with 7,2". He occupied the airfield, but why attack? It was no ambush-situation.
The italian city in the west was only taken as indicator for italian counterattack. I went back and surpriesed them beeing in trucks...
Why do i have to destroy the depot? There seems to be no trigger and there is nothing to find.
Re: Allied: Crusader
Wildthing, look at scenario editor. Left side. Some nice aircrafts there. With triggers. One each turn after turn 8.Wildthing wrote: The italian city in the west was only taken as indicator for italian counterattack. I went back and surpriesed them beeing in trucks...
Why do i have to destroy the depot? There seems to be no trigger and there is nothing to find.
It would be nice, if some more messages added. In this scenario perhaps
after turn 8 and depot not destroyed: You did not destroyed the depot. Its not longer a target. Expect operations of airforce in this area.
Re: Allied: Crusader
Beta-3 - colonel level - triumph 19/20 - prestige: 3419 (start, after purchase and upgrades) / 3832 (end) + 3912 (victory bonus)
purchase: churchill mk II
upgrades: 2 rr recon to humber; matilda II to churchill mk II
- The attachment fields around Tobruk and Bardia are messed up and not applied semi-circular.
- Here too the mountain ranges are messed up.
- The Prestige bonuses when taking the objectives are also quite strange, including the win bonus.
Otherwise, a beautiful and exciting mission.
purchase: churchill mk II
upgrades: 2 rr recon to humber; matilda II to churchill mk II
- The attachment fields around Tobruk and Bardia are messed up and not applied semi-circular.

- Here too the mountain ranges are messed up.

- The Prestige bonuses when taking the objectives are also quite strange, including the win bonus.

Otherwise, a beautiful and exciting mission.

Re: Allied: Crusader
As some others, i also love this one. Having 70% my troops in the area of Torbruk, the german counterattack after the first move of those service units took me by surprise. A hard time followed - but that's right the way it has to be. At least some time 
- Got my first SE here .. very welcome, even when an upgrade to Spit Mk VB has been necessary.
- Trying to capture some italian occupied cities in the east (Fort Capuzzo) did not work. But at least, that's been the reason for me, having some units to slow down the german advance to the A-Areas. Otherwise, Mathilda would be to slow.
- Had my first losses in the auxiliary troops. Usually, i try to avoid this (not using them as Canon fodder, rather as rear guards), but this time, it would not be possible without a restart.
- I've been expecting the service units to be able to recapture the A-Areas .. ooops. Took another turn ..
Finished 14/20

- Got my first SE here .. very welcome, even when an upgrade to Spit Mk VB has been necessary.
- Trying to capture some italian occupied cities in the east (Fort Capuzzo) did not work. But at least, that's been the reason for me, having some units to slow down the german advance to the A-Areas. Otherwise, Mathilda would be to slow.
- Had my first losses in the auxiliary troops. Usually, i try to avoid this (not using them as Canon fodder, rather as rear guards), but this time, it would not be possible without a restart.
- I've been expecting the service units to be able to recapture the A-Areas .. ooops. Took another turn ..
Finished 14/20
Re: Allied: Crusader
minor edits,
Beta 3
FM with only 10 strength units,
Start pp: 6257, End pp: 9726
Triumph 20/20, 19 core step losses
Interesting scenario, it gives a good feel of venturing in a sea of sand, with threat s that might come from anywhere, recons are very useful.
Beside the main objective of breaking the encirclement and escorting the trucks back. There are a lot of possible "distractions", notably the east coast.
Overall it allows for a number of different approach which is very good for replay value.
OK if you stick to the main goal, tough to capture every VP hexs.
With so many things to do, I choosed to stay focused and not to separate my corps, anyway I tried to capture every single VP hex, so I sent a extra gun and an Armored car to help on the east. And packed everything else together. The direct center route was looking so tempting It smelled like a trap, moreover I was not comfortable to be open on both flanks. So I choose to follow the south border westward, with the intent of supporting the paratroopers with ground units. I was surprised by the minefield, nevertheless get around it by the south west. Spearheading with a pair of Churchill supported by a Bishop, I had no problems with the 2 Italians Tanks. Then I moved Northward to attack Sidi Rezegh from the SW joining with the paratrooper. At the same time I prepared the troops in Tobruk for a simultaneous sortie. I was hit by the counterattack just when I reached Sidi Rezegh. A balanced fight ensued but with the Paras plus the auxiliary units from Tobruk it was not so hard. Finaly escorting the Trucks back I met the second kampfgruppe, but it was not too hard to dispatch as I had amost of my units together.
Finally I captured all VP hexs on the very last turn with 10 core losses, and a big 66 auxiliary losses!
The Churchills are very strong here, I had only 2 and 2 cruisers, but 4 Churchills would certainly be better (but not very historical).
The Typhoon was also very effective. There are a few sand storms, just enough to add flavour without plaguing the air support completly.
After studying the scenario more carefully. Attacking head on the sitting Germans armored groups seems to be a tempting alternative. At least you take the initiative an fight on your ground avoiding surprise attack. They have no AA protection so you can soften the Panzer with airstrikes before engaging them on the ground .
Knowing the scenario, makes a huge difference, yet it has a better replay value than many other ones.
Beta 3
FM with only 10 strength units,
Start pp: 6257, End pp: 9726
Triumph 20/20, 19 core step losses
Interesting scenario, it gives a good feel of venturing in a sea of sand, with threat s that might come from anywhere, recons are very useful.
Beside the main objective of breaking the encirclement and escorting the trucks back. There are a lot of possible "distractions", notably the east coast.
Overall it allows for a number of different approach which is very good for replay value.
OK if you stick to the main goal, tough to capture every VP hexs.
With so many things to do, I choosed to stay focused and not to separate my corps, anyway I tried to capture every single VP hex, so I sent a extra gun and an Armored car to help on the east. And packed everything else together. The direct center route was looking so tempting It smelled like a trap, moreover I was not comfortable to be open on both flanks. So I choose to follow the south border westward, with the intent of supporting the paratroopers with ground units. I was surprised by the minefield, nevertheless get around it by the south west. Spearheading with a pair of Churchill supported by a Bishop, I had no problems with the 2 Italians Tanks. Then I moved Northward to attack Sidi Rezegh from the SW joining with the paratrooper. At the same time I prepared the troops in Tobruk for a simultaneous sortie. I was hit by the counterattack just when I reached Sidi Rezegh. A balanced fight ensued but with the Paras plus the auxiliary units from Tobruk it was not so hard. Finaly escorting the Trucks back I met the second kampfgruppe, but it was not too hard to dispatch as I had amost of my units together.
Finally I captured all VP hexs on the very last turn with 10 core losses, and a big 66 auxiliary losses!
The Churchills are very strong here, I had only 2 and 2 cruisers, but 4 Churchills would certainly be better (but not very historical).
The Typhoon was also very effective. There are a few sand storms, just enough to add flavour without plaguing the air support completly.
After studying the scenario more carefully. Attacking head on the sitting Germans armored groups seems to be a tempting alternative. At least you take the initiative an fight on your ground avoiding surprise attack. They have no AA protection so you can soften the Panzer with airstrikes before engaging them on the ground .
Knowing the scenario, makes a huge difference, yet it has a better replay value than many other ones.
Last edited by Delta66 on Tue May 28, 2013 7:13 pm, edited 1 time in total.
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- Senior Corporal - Ju 87G
- Posts: 90
- Joined: Sat Sep 02, 2006 6:02 pm
Re: Allied: Crusader
I managed to hold the objectives, I got "Axis Surrendered".All the objectives were held, including Tobruk, the Italians never got a man inside. I managed to get all the objective hexes, and hold my own. But didn't get the RASC trucks to "A". Turn 20/20 The Germans never got back Sidi Rezegh and the Airfield nearby plus El Duda, and another town nearby.
So at end of turn 20, the Germans can't take back anything, and I get "Axis Surrendered." and when you click proceed - it goes back to main menu. Was my save corrupted?
So at end of turn 20, the Germans can't take back anything, and I get "Axis Surrendered." and when you click proceed - it goes back to main menu. Was my save corrupted?
Re: Allied: Crusader
Was this in stand alone or campaign play?praetorreich36 wrote:I managed to hold the objectives, I got "Axis Surrendered".All the objectives were held, including Tobruk, the Italians never got a man inside. I managed to get all the objective hexes, and hold my own. But didn't get the RASC trucks to "A". Turn 20/20 The Germans never got back Sidi Rezegh and the Airfield nearby plus El Duda, and another town nearby.
So at end of turn 20, the Germans can't take back anything, and I get "Axis Surrendered." and when you click proceed - it goes back to main menu. Was my save corrupted?
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- Senior Corporal - Ju 87G
- Posts: 90
- Joined: Sat Sep 02, 2006 6:02 pm
Re: Allied: Crusader
uran21 wrote:Was this in stand alone or campaign play?praetorreich36 wrote:I managed to hold the objectives, I got "Axis Surrendered".All the objectives were held, including Tobruk, the Italians never got a man inside. I managed to get all the objective hexes, and hold my own. But didn't get the RASC trucks to "A". Turn 20/20 The Germans never got back Sidi Rezegh and the Airfield nearby plus El Duda, and another town nearby.
So at end of turn 20, the Germans can't take back anything, and I get "Axis Surrendered." and when you click proceed - it goes back to main menu. Was my save corrupted?
This was in campaign play. So I went back in and replayed it to see if the same thing happened. I still didn't get the trucks to Objective A, but managed to capture objectives El Duda, Sidi Rezegh, and the other town in that area. Plus Objective B. But smashed the counter attack completely. At the end of turn 20, the Victory screen appeared.
Re: Allied: Crusader
Found and fixed the issue. Also white flags at zone A were changed for British ones. If enemy captures them player will be warned about their movement.
Re: Allied: Crusader
May I suggest, That when the Axis launch their major counterattack, that at least a pair of italian units tay to garrison Sollum, Fort Capuzzo and Bardia in the east. I f they haven't been captured by the allies yet.
Playing with Beta 3, I was struggling with the at start left auxilliary units plus an extra artillery from my core to get those eastward hex. To get some extra PP.
While I was thinking I might finally not suceed in capturing those hex, especially Bardia, all of a sudden I discovered that the defender suddenly left the hex empty.
The massive counteraatack is great, but a pair of garisoning units would gives a better feel to the scenario.
Playing with Beta 3, I was struggling with the at start left auxilliary units plus an extra artillery from my core to get those eastward hex. To get some extra PP.
While I was thinking I might finally not suceed in capturing those hex, especially Bardia, all of a sudden I discovered that the defender suddenly left the hex empty.
The massive counteraatack is great, but a pair of garisoning units would gives a better feel to the scenario.