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Intro Scenario

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> Unity of Command Series >> The War Room >> Intro Scenario Page: [1]
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Intro Scenario - 9/2/2012 7:47:03 PM   
DigIn

 

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Just received the game and played the Tutorial. Now on the intro scenario: I can take Sev on turn 1 if I want due to air power. (game gives 4 turns) but I can figure out NO way to clear the pennisula by turn 2. I can do it in 4 but not two. What am I doing wrong? Is there an "specialist" steps I can assign to the attacking units? I don't see any way to do this in the Intro Scenario.

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dig In
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RE: Intro Scenario - 9/20/2012 9:09:27 AM   
Subotei

 

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- Don't touch Sevastopol until Kerch is clear, you have several turns to do it as you remarked.

- Use 2 airstrikes on each of the Soviet units facing you on the southern coast of the Kerch peninsula
- Use your armour to clear the remnants away. Don't touch the Red units to the north.
- Move your infantry in so as to form a solid barrier between the northern units and the Kerch supply source - Jaegers last as they have the most MP. Use extended movement if possible. By the end of turn 1 your easternmost unit should be on the neck of the peninsula.
- On turn 2, the Soviets will probably have moved to form a cordon west of the objective. Concentrate all your airstrikes on ONE of the blocking units plus the div on top of the objective. God willing this should weaken them to the point you can sneak a unit, probably your jaegers, into the objective leaving a few full strength OOS units and some odds and ends you can clear away at your leisure.

- Remember always the presence of a friendly unit negates the enemy ZoC, and you have plenty of infantry

- With Kerch in your hands, clobber the taint out of Sevastopol with airstrikes and that should be that.

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