OK... Carpiquet Diem...
Sharing some ideas for those still in play, having a tough time as Allies... Stick with it. Consider why it's going wrong. Try something different... I didn't
quite make it as Allies, but I reckon that I could have won with one turn more (yup, seriously!

). Honestly, I got closer to winning Carpiquet as Allies, in my first game this map, with more than the usual number of spectacular first play errors like you wouldn't believe (shame!

) than I ever got to winning as Allies on Hillman (double shame, lol!!

)
Yes, it was PAINFUL... But actually enjoyed playing this one MUCH more as Allies than Germans. For Germans, it's too predictable. For Allies, it's a nightmare, deathwish, bloodbath... And then, suddenly, about halfway through... little chinks of light begin to filter through (mostly enabled by HMS Rodney's naval arty and some well placed Typhoons, but the landlubbers played their part).
Ok, here's my first Carpiquet in pictures...
1. To paraphrase the 1990's ohrwurm... Death is all around us, I feel it my fingers, I feel in my toes... Carpiquet was one ugly SOB. It's messy. GET ME OUTTA HERE!!... As elegant warfare goes, this was Stalingrad. With runways...
2. The home flag is easy to hang on to,
so long as the Germans doesn't come out (more on that later; but to feel more comfortable as Allies, it's wise to keep some Fireflies and scouts/engineers behind the hedgerow)
3. Carpiquet's Main Gate is a tougher ask, but it's do-able. Knowing what I know now, I'd have run all of my 20+ infantry at his walls, and punished anything that dared show its face with tank fire, but this was my first attempt, so consider it a painfully Spartan learning experience... Notice the decimation? Main Gate gets bombarded by Allies, then arty dropped by Germans, then bombarded by Allies... This is BA's version of Dresden... So, as Allies, you've got to take it, use smokey mortars to hide, stay mobile... Do you attack from the obvious places? Do you sneak off somewhere unexpected? Or do you hide in the obvious places as a double bluff, lol? For my games still in play, I'm not sayin'!
Succeeding at Carpiquet depends on making a breakout and getting your runners in. In this instance, I got a mission critical Typhoon kill one turn later than I needed it. And I got an Arty strike to weaken two Panthers enough that I could Firefly 'em one turn later than I needed... SIGH...
But, MAN, this was a close run thing... This would have been winnable with 1-2 more turns on the clock...
4. At the final turn, a scout and an infantryman were 2-3 turns from the Kommandant's privy. Better put down your Suddeutsche Zeitung, Herr Oberst!
5. At the final turn, a Vickers MG was two spaces (one turn for an MG) from the Runway flag... AAARGH!!
6. At the final turn, an infantryman and Roo were 1 turn away from the Hangers... Chocks away? Sadly not this time TinTin
Just in case the Krauts were planning something devious, the Roo brought some friends along... 2 Shermans and a Croc, to handle any unruly natives (numerical superiority plus some angel dust from Heaven, in a pilot's suit, had by then helped to anaesthetise the 3 Tigers and 5 Panthers)
So, yup, Carpiquet is do-able... I'm not sayin' it's easy. It isn't... And it might require 25 turns rather than 20... But, wow, I feel the Adrenaline, just from getting
this close to gold
Good luck Gentlemen!
