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Crete possibility to win?
Posted: Tue Oct 24, 2017 10:01 am
by demyansk
I am playing the gtpg mod and I always have a problem of getting a victory on this scenario in ten turns. Does anyone have an aar on winning this in ten turns? I even didn't get it in 13 turns.
Thanks
Re: Crete possibility to win?
Posted: Fri Oct 27, 2017 8:41 pm
by captainjack
Last time I played GTPG 1.16 I managed an MV on the last turn, but haven't yet got a DV. I was using Nico's equipment file 20 or 24, and I think GTPG 1.16 may be slightly easier than 1.13.
Things that seem to work for me:
Deploy troops gradually so that all troops deployed can land the following turn - reduces risk from aircraft and enemy navy.
Have enough anti-shipping aircraft to reduce risk of enemy ships sinking your transports.
At the Western (left) end, I land an AA gun in a position to protect any landing craft that can't unload immediately as well as landed troops. An 88 will have the range to weaken spitfires before your fighters have a go, but you might want to ignore enemy air with your own airforce and target shipping initially.
At the eastern (right) end, I land a few captured tanks (Char B and Matilda for the good defence and because speed isn't that critical here), an AA and some artillery, followed by a lot of gebirgsjagers. I usually deploy one good fighter and a strat bomber to help clear our the town and airfield.
The paras head away from the island initially (out of enemy fighter range) and work their way around the right hand end to attack the southern city. I usually have poor success with paras, but landing them all at once and well after the bulk of the enemy fighters have been destroyed helps, as does timing it so that troops from both ends of the island are close enough to prevent the defenders from concentrating.
I can't say it's the best approach but at least it works.
Re: Crete possibility to win?
Posted: Fri Oct 27, 2017 11:23 pm
by demyansk
Thanks for the tips, I did get a mv