The Let's Play Archive

Steel Panthers: Main Battle Tank

by Various

Part 57: November Cod Crisis: Scandanavian Turn 2

Sorry about the delay; it took both of us a bit longer to reply than we should have. Not to mention some minor technical difficulties.

November Cod Crisis: Scandanavian Turn 2




A few units start unloading fire at the paratrooper section. This shouldn't be a problem but-



The paratroopers widely move one hex towards Canada rather than the landing site. There's a way to set retreat waypoints, but if we did that, then the landing troops would be retreating the wrong way - Catch-22. Fortunately, what happens next solves this dilemna for us.




Sams Panzer III turrets SINK EVERY BARGE BUT TWO OF THEM...



...And the return fire does literally nothing other than eat up ammunition. I don't even think any of the shots hit. If we were 3 hexes closer, the troops would have all landed next turn, how much do those things cost, anyway?





Fuck. Despite this terrible turn of events (which I take full partial responsibility for), there is still at least one legitimate chance of victory. Due to terrain constrictions, our entire force has been focused up to the northern third of the map. This means we may only be fighting a very small local force.

If the amphibious and aerial landings next turn go well, we could establish a decent foothold here and potentially win the match. On the other hand, if he has defenses that can seal off the north, this would be suicide.

Alternatively, we could wait for Sam. to run out of ammo entirely because he keeps doing this to no effect.




If nothing else, let this turn serve as a warning to you to make up plans so that I don't have to. Seriously; if you don't tell me to do things, then I will use my own ideas, and they are horrible.