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Re: DLC 42 West 04 - Dieppe

Posted: Sun Sep 23, 2012 12:39 am
by Kamerer
Dieppe – beta 2, stock core

Field Marshal, MV 17/17
Begin pp: 1,425. End: 1,825. Net +400

Problems:
  • Terrain name assignment issue here again. The western strongpoints were labeled ‘forest’ and ‘beach sand.’
New Observations:
  • I don't think air needed to be toughened – it was suitably challenging as it was. The 12-strength Spitfire managed to wreck all four fighters – 2 FW190s and 2 Bf109s – in one turn in a mass attack. A player should have at least one fighter of equal capability with what he faces – see my comment on beta2 St. Nazaire.
  • Shortening scenario by one turn prevented a DV for me. I have never completed this scenario in less than 16 in an effective way in strength and prestige on Field Marshall. Maybe there is some better strategy I am not finding. (I have played it four times).
  • Reducing aux units to 7 strength rendered them combat ineffective – one disappeared in one hit from UK infantry, even with artillery support behind it. All were gone by end of scenario despite using them cautiously. As is, they are just suicide-recon units.
Suggestions:
  • Equalize fighter capabilities one way or another – reduce UK to same level, or boost one of the new core FW 190s, etc.
  • Return Wehr to 10 strength so they are useful units
  • Return scenario to 18 turns or better yet, 19.

Re: DLC 42 West 04 - Dieppe

Posted: Sun Sep 23, 2012 5:16 pm
by Ballacraine
I am struggling for prestige at colonel level, having not enough to start the scenario at full strength despite DV in previous scenario.

I think there is too great a distance between DV & MV in this scenario.

Perhaps all but 3 for a DV & a minimum of 3 for an MV?

As is I find it too difficult for a DV & too easy for an MV.

Balla. :?

Re: DLC 42 West 04 - Dieppe

Posted: Sun Sep 23, 2012 5:38 pm
by deducter
One issue with the air combat model in this game is that it is very random. INI has a huge influence, and that coupled with the high AA but low AD of most planes gives in many lopsided results where the combat predictor is not very useful. From my experience, the air combat results are the most unpredictable in the game, and especially in the late war each battle gives extremely high casualties on both sides.

There are several tricks here for holding your own in the air war.

1. Weaken the AI's good planes with the 88 gun/other AA. It is not unusual for an overstrength 88 gun to knock off 4-5 strength points or more of a fighter.
2. Use the radar here to full advantage. Radar gives +3 INI I believe to the controller's air units within a 3 hex radius.
3. Use mass attack on the AI's fighter to reduce its INI advantage.

Re: DLC 42 West 04 - Dieppe

Posted: Fri Sep 28, 2012 9:00 pm
by Ballacraine
What I said two posts ago still holds true for the new beta.

Balla. :?

Re: DLC 42 West 04 - Dieppe

Posted: Fri Sep 28, 2012 11:56 pm
by Kerensky
We have no issue with an easily achieved marginal victory and a large gap to a decisive one, so the scenario's objectives were not changed.

Re: DLC 42 West 04 - Dieppe

Posted: Sat Sep 29, 2012 9:22 pm
by Kamerer
Dieppe, beta 3 – imported core

Field Marshal, DV 14/17
Begin pp: 1700. End: 2,775. Net: +1,075


Problems:
River hex map error at 23,18

Re: DLC 42 West 04 - Dieppe

Posted: Sat Sep 29, 2012 10:48 pm
by Kerensky
That river connection has been noted before, but requires a new art asset as there is no connection for that river set up.

Re: DLC 42 West 04 - Dieppe

Posted: Sun Sep 30, 2012 4:18 pm
by deadtorius
General imported core

I have to agree that the allied air power is way too tough, even my 14 strength ME 109 was hard pressed to do more than 1 or 2 hits on average to watching the allies deliver 4 or 5 back. That Spitfire has some tough armour on it. Lost a T-34 int his one and the PZII recon, can't seem to keep that one alive but managed to take all the hexes. Sent the Aux infantry further forward this time and managed to keep the invaders out of the back half of the city. Tank battles raged on both sides of Dieppe, the Germans won them. Stuka days were numbered here as twice it was taken down to 3 steps with a fighter escort. Finally parked it an airfield out back and kept it out of sight of the allies. Started off taking airfield with the second group of reinforcements, seems to be common goal every time. Eventually RAF ran out of ammo but still took a lot to shoot them down :shock:
Got a DV with a few turns to spare. Lost most of my prestige for repairs. Most expensive battle for me so far this time around.

Re: DLC 42 West 04 - Dieppe

Posted: Mon Oct 01, 2012 8:39 pm
by zappel
Beta3 - imported core - Colonel level.
I remember a tough fight in first try with beta1. Now it seems a little bit easier, that's good. Got many additional core units, I think the english tanks are too much. Trigger now works because I got a DV at turn 11 then the last allied ground unit was killed. Thus far the campaign is smoother, I have more fun because the units can be re-strengthed and upgraded.

Re: DLC 42 West 04 - Dieppe

Posted: Tue Oct 02, 2012 4:33 pm
by ThvN
beta3

Colonel, DV 17/17
prestige start/end 836/1740

Scenario seems slightly easier now, at least the Allied airforce is less tricky to deal with, but still quite powerful. I had purchased a mobile AAA, which was (again) very useful. I was a bit slower in taking back the city because I had some poor combat results, and my artillery got damaged. I was determined to protect the radar, which worked, but took some extra ground casualties as a result. I hope the investment was worth it, because I figured keeping the radar alive would give me the needed edge on some air-to-air combat, which can turn ugly quite quickly. Apart from the strategic bomber I had surprisingly little air losses, so it seems like a sound strategy, but protecting the radar can be difficult due to the Churchill tank which lands near it...

So, as a hint/tactical guide for people who are having problems with the enemy air units: you have a radar unit. It gives +1 initiative to friendly air units within its spotting range (which is 4 hexes). I lure the AI planes over there, and use everything: mass attacks, softening them up with the extra AAA I bought, the radar bonus, in order to minimize losses and maximize damage.

Re: DLC 42 West 04 - Dieppe

Posted: Mon Oct 08, 2012 4:06 am
by Razz1
Beta 3
Stock Core
A little easier but you beefed up the AI airforce and I just loose too many points.
The whole core is so damaged that it makes the next map harder.
Only a marginal victory