In another back and forth fight the Jackson finally edged out the IV/70 for the Tank Destroyer Slot with 39% meaning the US finally get on the scoreboard
http://www.coh2.org/topic/25090/fantasy-faction-i-builder-units
http://www.coh2.org/topic/25222/fantasy-faction-ii-core-infantry
http://www.coh2.org/topic/25382/fantasy-faction-iii-elite-infantry
http://www.coh2.org/topic/25584/fantasy-faction-iv-elite-infantry
http://www.coh2.org/topic/25935/fantasy-faction-v-machine-guns
http://www.coh2.org/topic/26653/fantasy-faction-vi-indirect-fire
http://www.coh2.org/topic/26896/fantasy-faction-vii-direct-fire-artillery
http://www.coh2.org/topic/27497/fantasy-faction-viii-light-vehicles
http://www.coh2.org/topic/27799/fantasy-faction-ix-medium-tank
http://www.coh2.org/topic/27982/fantasy-faction-x-artillery
http://www.coh2.org/topic/28119/fantasy-faction-xi-tank-destroyer
Builder Unit: Sturmpioneers OKW 58%
Core Infantry: Grenadiers Ostheer 32%
Elite Infantry: Obersoldaten OKW 28%
Unlockable Upgrade: IR STG 44 OKW 47%
Machine Gun: MG42 Ostheer 50%
Indirect Fire: 120mm Soviet 50%
Direct Fire: PaK-40 Ostheer 67%
Light Vehicle: Puma OKW 35%
Medium Tank: Panzer IV OKH 27%
Artillery: B4 203mm Howitzer Soviet 33%
Tank Destroyer: M36 Jackson 39%
Faction now looks like this:
T0: Sturmpioneers
T1: Grenadiers, MG42
T2: PAK 40, Puma
T3: Panzer IV
T4: Obersoldaten, M36 Jackson
CP2: 120mm Mortar
CP3: IR STG
CP8: B4
We are unable to build caches, but Grenadiers can build bunkers and Sturms can salvage
Tech structure will be similar to OKH, but costs will not necessarily be the same
Breakdown is:
OKW 5
OKH 3
Sov 2
USF 1
Now, light AFV.
I am taking out the very lightest of vehicles (Ambulance, M3, Kubel etc) and adding in the light tanks |
45480
Garden it
Surviving Companies: 6,000
Requisition: 23,900
Strength: 4,830
Vet: 3,500
Medals: 7,250
I spent no RQ at all
++++++++++
I shall reclaim 2nd place |
Well final score:
45480
Surviving Companies: 6,000
Requistion: 23,900
Strength: 4,830
Vet: 3,500
Medals: 7,250 |
Well, Ecshdorf left
Night Raid
DOG 300/83
BAKER 243/39
FOX 216/40
As Fox will be well suited to close in fighting like we will see, and have the Free LT and MAJ I will go with them
So I start with
RANGER
RANGER VET 2
STUART
REL
First thing I get will be the LT, then MAJ ASAP as those are free
There are three routes into town:
Left and Right are narrow but the easiest to clear and you can set up rally points on either side
Mid is well dug in
So I will go left for fuel first, then go right and maybe hit the mid from behind later
Try this with the Stuart by itself, but taking faust hits
RANGER
MAJ
Ok, got that Inf to go to munitions, Stuart to follow when repaired
Major locking down the fuel point gives me another 6 Fuel
I will not bother to unlock anything as I recall there is plenty of good stuff lying around
PFs with MG42s are nasty
SHERMAN
AMBULANCE
Pick up stuff and take PAK from behind
Let the tanks take point for a bit while I heal
Officer in the area
Helpfully the way I am going
DO not like shreks but love HE
SHERMAN
FUEL CACHE
Unbind the Major and move him up
FUEL CACHE
Ok, that fight was going ok until the STUG turned up
SHERMAN
Whoah, lost some Rangers to the VIP guards
Stug is now abandoned
Repair and heal
RANGER
Ok, Recon to check for AT
Nah, just shreks
Killed the VIP, 10% Experience
Clear top right for good measure
Pull tanks back and repair
Use RELS to take STUG
SHERMAN
SHERMAN
Rangers to go cap
Send another recon up because I am sure there is an 88 around here
Yep, there it is
Drop Cluster Bombs and Major artillery on it
Go in with taks
Nasty Raketnwerfer, we hates it
Cluster bomb it but it gets a Sherman
Pull Tanks back o repair
SHERMAN
Got the PIV, abandoned, and the rakten
Think there is another 88 to the left
Recon
No, just a 40 but arti it anywhay
Send the STUG to top right so it REL crew can build Muni Cache
Use rangers to take out top roadblock
There is the other88
BOOM
Send the Rangers to check it whilst the tanks set off the AP mines on the road and clear the bottom roadblock
88 is NOT down
It is now
Convoy has left, so now I will drive around the map and kill everything
Convoy is behind me, so I need to run away to kill more stuff
66/-13 SILVER
Previous:
41/-31 Silver 4 BAKER
28/-38 Silver 4 ABLE
31/-31 Silver 3 BAKER
36/-32 Silver 4 FOX
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Last chance to vote as I will close this soon |
Supress and clear what is in it, but don't cap it yet
Send RELs to get wire and tank traps up around the perimeter
MAJ
SHERMAN
DUAL STUART
Now at pop cap so I might as well cap it
Set up retreat point right behind some fighting positions
1st Attack:
Puma + 2 Volks
It runs out of fuel
I will recrew it with a REL
Recrew and repair, now we can start hitting stuff.
Top fuel point first
Not sure what optional mission we will get, not seen intelligence yet
Clear the house, then top fuel
Leave Puma to deal with 2nd attack
Nope, mission is officer kill
Can do that with the tanks and rifles
Of course also defastating the area with Artilley helps...
Lost a fighting position
Also lost a few too many rifles pushing on that position
But frees up some pop cap
Decrew and repair
SHERMAN
SHERMAN
In proof that tank traps do odd things to pathing, STUG is somehow behind the Sanatourim
Send the Puma and Rifles to deal with it
So they have all decided to come through the wall
Pull the Shermans back too
Lost HMG
Clean right and push on fuel
Build some more positions and tank traps to fill the hole in the wall
Major recon right but does not quite cover fuel
Go in and kill everything
Next (last?) attack is P-IV that has run out of fuel and a IV/70
Drop artillery on that
Take the last point for vet
Pull back and get ready for final attack
Shooting at me on the right and running out of fuel
SHERMAN
Recrew everything
Despite tank traps they are still trying to get through the wall
Artillery
81/-15 GOLD
Previous
32/-47 Defeat 1 DOG
13/-47 Defeat 1 DOG
39/-14 Silver 1 DOG
42/-30 Gold 1 DOG
28/-46 Defeat 3 FOX
42/-18 Silver 3 FOX
33/-27 Gold 2 DOG |
Ok, walk Baker around and then hit Stourmont
Convoy Ambush + 10 EXP
Stourmont:
Actually winning this mission is not too bad, but I usually get screwed to get the other fuel points and side mission
I don't think any time begins until I actually cap the Sanatarium point, so I shall take the opportunity to build up before that
I have 3 Rifles, Cav Rifle, REL and Halftrack
LIEUTEANT
Don't need to unlock anything as there will be plenty of stuff lying around
HMG
Probe left first because there is free stuff
Ok, lets start htting stuff
AMBULANCE
Hit the sanatorium, use the Cav and Flamer RELS to clear it
HMG in there |
Try again, this time cap left only and don't overextend
Same build
Bring Ambulance back after taking left to back cap right
RELS extend up to their munitions but have to retreat
My LT arrives the same time as their officer
First contact is STURMS, try to get behind them with Rangers
Officer, Rangers get blown to bits and have to retreat
LT + RIFLES kill Officer and force retreat
Now I have more MP, shall elect not to use conversion at this time as I will need munitions for zooks
750 MP
Reinforce Rangers and RELS
RANGER
ZOOKS
Have enough fuel I can buy a tank, so lets use that MP blitz
SHERMAN
Save the other MP for another
Another officer
Vet 2
Got him
Retreat Rangers
RANGER
Kill those guys trying to get the mid VP
750 MP
Clear the right
And there is a VET 3 Sturmtiger
SHERMAN
Sturm tiger is abandoned but makes no difference at this point
Win 250: 0
32/-4 GOLD 4
Previous Efforts:
0/-3 Defeat Armoured Assault 4 DOG
2/-1 Defeat Armoured Assault 4 BAKER
4/-16 Defeat Armoured Assault 4 ABLE
Where my first playthrough ran out of men
20/-20 Silver Preservation 3 FOX
21/-11 Bronze Railsplitters 4 DOG
9/-9 Defeat Tank Grab 3 ABLE
0/-20 Bronze Tank Grab 3 DOG
|
Left with:
Espeler 3
Bullingen 4
Stourmont 2
BAKER 152/54
DOG 300/73
FOX 179/50
So, I can probably level up BAKER and FOX to Vet 2, and Baker has further to go which should mean they have 2 missions v 1 for FOX
Bullingen involves restricted manpower, and I have Rangers (with Stock Munitions> Manpower), and a free LT and MAJ
So that is where I am taking them after walking around
Attack a Patrol for 5 EXP
Assault Grenadiers, Snipers, Hvy Armour and Vet troops
Limited manpower, which normally I can boost by killing enemy officers
Start with Ambulance and RELs
Send Ambulance and RELS to go capping VP
Build:
RANGER
RIFLE
LT
Leaves me 10 MP
After I get the VP I will drop back and connect my economy, I will want Zooks fast
Ok, medics get shot at by Sturms so pull them out and get them backcapping
LOST IT
I will withdraw
0/-1 |
Previous efforts:
39/-20 GOLD 3 ABLE
77/-29 GOLD 4 FOX
67/-5 GOLD 4 DOG
45/-22 GOLD 5 ABLE
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