Debriefing: the Green Team at the end of the mission
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Figure 1 - Core |
This image is a composite of the information panels of the core units at the end of turn #25. Most of the information is from the "General" tab, the "Damage/Kills" values (top to bottom: Infantry, Anti-Tank, Structures (the bunker)) and the "Combat Summary" are from the "Statistics" tab and the "Experience" is a tooltip from hovering the cursor over the stars on the unit's picture on the game's interface.
The core units inflicted 70 (out of 78) hp damage on and killed all 6 of the Red Team's Infantry, 5 out of 13 hp damage while killing the single RT Anti-Tank and all 13 hp and killed the only Structure (bunker). They have earned 4'045 points of experience between them.
Both 1/A Coy and Cav/A Coy took 4 hp damage and neither reached the objective of 2'000 XP but they got close enough. In any case the XP goal is relevant only at the end of the campaign: the units in the core exported to the U.S. Campaign will have to be individually bought in that campaign in order to become available for deployment, the benefit lies in the XP they have earned.
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Figure 2 - Auxiliaries |
The auxiliary units inflicted 8 Infantry hp and 8 Anti-Tank hp casualties and didn't "steal" any kills. They have earned 882 XP, for a combined 4'927 XP.
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Figure 3 - Auxiliary, Willys reconnaissance |
The Recon Willys MB M1917 didn't engage in combat once but if you compare its combat stats with the other units you quickly realize that that's not its role.
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Figure 4 - Victory |
After capturing the last VP I have 151 Requisition Points: $120 turn income ($5 * 24 turns), $190 Primary Objectives reward ($100 for the Red Base, $30 for each of the other VPs) and $20 Secondary Objective reward ("Magna cum laude") for a total of $330 earned; I've invested $140 on the Artillery/Truck and spent $28 repairing Cav/A Coy ($7/hp) and $11 on 1/A Coy ($2.75/hp) for a total outlay of $179. In the Victory screenshot the 25th turn's $5 will be added and the $156 balance will carry over to the next scenario (as will the $25 from the five remaining turns).
Overall it went as I expected but while preparing these posts I noticed possible tweaks here and there. I did feel a bit pressed for time at the end, particularly when destroying the last RT unit.
Debriefing: The Red Team
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Figure 4 - OPFOR datasheets |
The picture above shows the various stats for the RT's units as I first met them. The unit patrolling near Loneville is missing and the bunker's terrain is NOT jungle but IIRC Open Terrain (the screenshot was taken with X/B Coy selected and they were in the jungle). Note that the US Recruits are marginally weaker than US Infantry '41, the bunker is vulnerable to Tanks but holds up against Infantry and the Anti-Tank is very vulnerable against Infantry.
While the Red Team units weren't quite "Target Dummies" they didn't really pose much challenge. They were essentially immobile in defensive positions in terrain that is neutral i.e. doesn't favor the defender. As always there are exceptions: the patrolling unit near Loneville tends to stay in hills, the one in the jungle by Strawville and I've seen the one in the Airfield move to cut off supply to a unit that wandered too close to the Red Base while maneuvering to attack it. The AT Gun essentially neutralizes the M3 Stuart until it is rendered ineffective by infantry (see picture below).
Parallel universes
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Figure 5 - Parallel universe #1 |
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Figure 6 - Parallel universe #2 |
I included alternatives for Artillery and Engineer use. These images are summaries of the unit's accomplishments in those two runs I played. In the Artillery run the total experience earned was 4'986 XP while the Engineer run totaled 5'193 XP.
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