1 - The early delaying actions by Task Force Rose, combined with heavy usage of artillery on his columns, played a key role in causing a knock on effect of delaying the enemy, forcing him to march through the night, resulting in exhaustion by the 3rd day, blunting his attack.
2 – The enemy movement was however very rapid, once he got going! I imagined he would drive right up the main highway, getting blocked at each defensive point. However, the AI was clever, and felt no problem in completely disregarding a low value objective and going straight past it if it was heavily guarded. I did not expect him to side slip so quickly cross country. Only about half of my roadblocks were directly engaged – the rest had to withdraw before they were surrounded and attacked from the rear.
3 – The enemy objective of trying to get troops off the map in the north west was unexpected. An important point to note that you will not always know what the enemy is trying to achieve from the game briefing. You have to keep your eyes open with scout elements, and see what his units are doing in-game – pretty much like in real life!
4 – The one big mistake of the AI was trying to take both of his big objectives. Upon finishing, I loaded up the game from the German position. He had two main 60 vp objectives – Bastogne and getting his units off the map. Clearly he tried to achieve both, but failed. In his place, I possibly would have focused exclusively on taking Bastogne first, then exiting my units towards the end of the third day, once Bastogne was secure (or at least contested!).
5 – My screening forces worked very well as my eyes and ears at the many different road junctions. Platoons of engineers and stuart tanks formed a vital role as intelligence on enemy movement. Without them I would have missed much of his advance around my roadblocks.
6 – Harassing artillery fire along his movement routes significantly slowed him down, even at slow ROF.
< Message edited by Winstons -- 10/31/2012 8:52:49 PM >