Monday, July 29, 2024

Order of Battle: World War II, Boot Camp (tutorial), Mission 1: Boot Camp Island, Part 10

 Turns 13-15, Destroying the bunker

After capturing the Red Base VP in turn #12 1/A Coy and X/A Coy will keep an eye on the RT garrison. Cav/A Coy and the Marines go South, the M3 Stuart to destroy the bunker and the Marines to investigate/occupy East Town.

Figure 1 - Bunker busting

The main image shows the moment in turn #13 when X/B Coy is ready to provide flanking support to Cav/A Coy. Note the improved prediction vs. the unsupported attack in insert #A. Insert #1 shows the result of the attack, 4 hp damage for 1 hp casualties.

Inserts #2 and #3 show the prediction and the outcome of the attack in turn #14, 5 hp damage for another 1 hp casualties. Note that X/B Coy took 1 hp casualties during the RT's turn #13.

Inserts #4 and #5 show the prediction and the outcome of the attack in turn #15, 4 hp damage for no casualties and the annihilation of the RT's bunker. Cav/A Coy has earned 531 XP while taking 2 hp casualties that will cost $14 to make good. 3 out of 8 enemy units are now dead.

In a subsequent run I left the auxiliaries guarding the Red Base VP and sent my two core units to destroy the bunker but that went much the same way as above, only faster so I won't bother with pictures.

In another run I purchased a second infantry and an engineer. This was pure experimenting because, as I stated before, Infantry-class units are best purchased after taking the "Specialised Training" specialisation.

Figure 2 - Bunker busting alternate

The image above depicts the destruction of the RT bunker employing an engineer and requires some clarification (I keep cramming probably too much information into a single picture in order to save image bytes).

The backdrop is the starting position with the engineer ready to attack with flanking support from the M3 Stuart (hidden under the blue cross). All my core units are adjacent to the bunker, the combat prognosis inside the black ellipse approximates the result if they were the first to attack.

The engineer strikes the first blow with the outcome depicted in the red insert. Not particularly impressive at first sight until you check the before/after unit data strips below the engineer: the bunker's efficiency dropped 2 (1 from being attacked, 1 from the engineer's characteristic ability) and its entrenchment dropped a whooping 7 points.

Second blow, blue ellipses and insert. Not a dramatic improvement, I think that the outflanking support bonus is much more significant than the entrenchment bonus.

Third and final blow, yellow/gold ellipses and insert. It may have been just luck, but only the engineer took damage and his repairs are cheaper than the infantry or the tank.

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