Finished Aachen scenario. This was pretty easy and straightforward. Here are my notes:
- this is another example of "deployment trap"
- there are not enough deployment tiles in the front so make sure you don't deploy all of your forces (the muddy terrain prevents units deployed in the back to reach the frontlines)
- the remainder of the forces should be deployed on the first turn in the front after already deployed forces moved out of the way
- don't deploy too many units to Aachen as it's not needed
Aachen deployment group:
- 3x Engineers without transport
- 1x Flak 88
I will add numbers to each secondary VP for clarity starting from north going south (1, 2, 3, 4).
Secondary VP 1
- no units
Secondary VP 2 (first and second wave of deployments)
- 3 x Panther (some deployed during deployment phase, some on turn 1)
- 3x 17 K18
- 1x Flak 88 (deployed on turn 1)
- Gebirgsjager (some deployed during deployment phase, some on turn 1)
Secondary VP 3 (first and second wave of deployments)
- 4x 17 K18 (deployment phase)
- Gebirgsjager (some deployed during deployment phase, some on turn 1)
Secondary VP 4 (first wave of deployment only)
- 2 x Panther
- Gebirgsjager
Enemy will attack towards all secondary VPs, here are the engagements notes:
- use the VP 2 force to defend VP 2 and VP 1. The main push should come to VP 2, but Panthers are very fast and can be moved around easily. Use superior mobility to cut off supply and retreat paths for clunky and slow US tanks.
- move your infantry force in VP 3 to forest area in the west and hold your position there until artillery support becomes available and the initial counter attack has been cleared
- defeat invading force closing in on VP 4 and then push towards Aachen
Aachen garrison:
- with 3 engineers the whole garrison can shuffle their position and dig in almost immediately enemy should never threaten your position
- make sure to reposition your engineers so they are nicely spread out giving digger bonus to all units, ideally put them on edges as they excel at fighting in high cover terrain
- make sure to support bunkers with AT guns as the US tanks and recons will happily throw themselves at the bunkers losing most of their HP
Auxiliary units outside of Aachen:
- there is one Volksturm unit south of VP 2
- retreat towards VP 2 and use you VP 2 forces to save this unit
- park in in the VP 2 tile
- there is one auxiliary AA gun in the back
- move it to VP 2 artillery base
- once you have secured Aachen move two Volksturm units out and place them to guard VP 3 and VP 4
- there is one infantry in the primary VP tile in the center
- leave it there until all enemy attacks are stopped and then move it to Aachen
This strategy intentionally leaves a large gap between VP 2 and VP 3. Enemy will use this and pushes toward the central primary VP. By the time they move forward you should have attack in the north and the south under control and that's when you spring the trap.
Close the gap between VP 2 and VP 3 with your panthers , cut of the supply of the overextended enemy and crush the hapless fools! There is one auxiliary recon unit which is great for moping up undersupplies forces.
Further notes:
- there is no need to move your artillery units for the most part of the whole scenario as their range covers the whole area of combat
- once you are done with crushing the enemy, you can move the southern artillery units to Aachen if you want but at this point, it's not really necessary
Lessons leaned:
- [good] high mobility tanks are worth much more compared to clunky and slow ones if you know how to exploit it properly
- [good] engineers with proper specialisation and entrenchment can easily fend of all of enemy infantry including heavy infantry
- [questionable] do not use regular infantry (Gebirgsjager are much more mobile)
- [bad] 17 K18 units are super OP, basically one of these units can take out one enemy unit out of commission with one attack, for this scenario this means 7 enemy units per turn are taken out of action (either need to retreat or are destroyed by followup attacks)
As discussed before I think heavy artillery should definitely get +1 CP requirement as simple RP cost increase has little impact in the late game. I would maybe even go further and decrease the RP cost in case CP cost went up.
Btw my SS faction are lazy fatcats

. They just sit all day in the back and fire their four 17 K18 units from afar at the enemy while hoarding RPs (they now have almost 2000 RPs).
On to the next Aachen scenario. This is where we reclaim Aachen from the US occupation

.