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Game of Coronas Team Game - Both Sides

 
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Game of Coronas Team Game - Both Sides - 5/20/2020 3:02:55 PM   
Telemecus


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Game of Coronas Team Game - Sign Up - 5/20/2020 3:04:52 PM   
Telemecus


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Signup for a game of War in the East with a team for each side.

How about playing a different kind of game of WitE? Instead of taking the whole monster of a a game on why not be a ground or air commander or even an overall coordinator for a team playing a side of the game. It is less commitment than a game all on your own, perhaps a turn a week. But you are more likely to see the game to a long end if you want to stay for that and have fun with others on the same side. This is the social version of the solo game. If you are a serious wargamer but want to have fun, read on ....

Players with all levels of experience are welcome. If you are interested please do message me, post here or join the game discord at https://discord.gg/ewqC7F4 . Also feel free to ask any questions if you are unsure.

It is not meant to be a coaching game, although if players are happy to do that that is fine. However it is an opportunity to see how others play from the same side and play collaboratively a side of War in the East. Some things that are easy for a single player game to do are harder for a group, and that is part of the challenge.

As a wargame it should be approached by all in the spirit of fun. If you take losing personally, this game is not for you.

Unless joiners request alterations the game will be -

Set Up

PBEM

Campaign 1941-45

Latest public beta version and update at least when steam does

Game options
-fog of war
-random weather
-+1 Soviet bonus
-mild blizzard
-better cv maths
-difficulty normal and levels on 100

House rules
-no suicide mission para drops or naval invasions (e.g. sacrificed to displace airbases or rail repair), such missions should be realistic with a plan to keep them in supply and with relief forces to join them.
-additional house rules may be agreed by those joining the game at the start or during the game (see future changes below)

Team and Roles

Each team should include
- 3 or more Combat commanders: They must be different people and must not be the Chief of Staff although they can have other roles. They may have specific titles such as geographic areas (e.g. North/Centre/South) or functional (e.g. air).
- 1 Chief of Staff: The Chief of Staff can be only one person and cannot be one of the Combat commanders although they can have other roles. They have the final decision on the allocations to each of the Combat commanders (e.g. units, points, rail cap, manpower, leaders etc.) and their responsibilities (e.g. titles, boundary maps, objectives). This can include protocols on how different players can use the same units during the same turn (e.g. air groups, SUs) etc.
- 1 Team Manager: They can have another role in the team. They makes sure that the save file is with somebody to take their go, that there is no ambiguity whose go it is, and it is not left idle during their sides turn. When a player cannot take their go and there is no way to swap the sequence round for someone else to take their go, the team manager should arrange for someone to cover that players go for that turn. Their aim is for that team's turn to be finished as quickly as possible. They should also actively recruit replacements when a vacancy occurs.
- the team optionally can have other team members.

Restrictions
- Only Combat commanders or the Chief of Staff can take a go with the file and move units or conduct air missions.
- The Chief of Staff may not move on map units, except zero CV units or security, within 10 hexes of enemy controlled hexes towards them. The CoS can build forts anywhere.
- The Chief of Staff may not conduct deliberate or hasty attacks with ground units, but may displace or rout units with no CV such as partisans.
- The Chief of Staff must also decide allocations to ensure all their Combat commanders have the substantial game they expect.
- Ideally anything relevant to only one Combat commander should be left to that commander.
- To start the game each team must have two Combat commanders and one Chief of Staff.
- Once the game has started any joiners must first be announced to existing players with a chance to voice any objections before they join
- Vacancies remain if a team does not have three Combat commanders and a Chief of Staff
- Teams that opt for more Combat commanders should take care to not unduly increase the length of the game as a result.
- Everybody in both teams should be told who is every member of both teams. Ideally each team should give an outline of which areas each Combat commander covers to all players.
- When teams have no vacancies and extra roles are not possible for those expressing an interest they will be added to the reserves list and invited to join when the next vacancy occurs.
- A player vacates their place in the game when they notify others, or if they have been incomunicado since their last turn and are not availiable to take their turn when it comes again.
- Any person who has played on one side cannot later play on the other side
- Any person with the game password or confidential game information should keep this confidential to only the players on the side they are or were in.

Other team games have also agreed to invite neutral observers to the game who have had the password of both sides. This can be done here too, but will need the agreement of each team.

Experience from other team games is the starting line up of players is unlikely to be the line up at the end. Replacements does mean that the team game can continue, unlike solo games, if someone drops out. However it should also mean players who disappear will not hold up the progress of the game.

Sequence of Play

Play consists of each commander taking their go and uploading their save files at the end of their go for the next commander in this sequence
1. Chief of Staff receives end of turn file from opposing team and may take a go
2. Combat commanders take their go in an agreed sequence, if necessary altered by the team manager to make sure there are no idle periods
3. After Combat commanders on a team have finished the Chief of Staff may take a further go at the end
4. The end turn button is pressed for the end of turn save and the result is uploaded for the other side to take their turn

Game Saves

All players should be members of and upload their end of go saves to a single Dropbox for both teams. Players of the other team will be able to see the progress but not open the files without the password of the other side. They may be only be deleted when all players have been given sufficient notice to make copies if they wish.

File saves should use a common file name schema (e.g. "GOC010-Axis.02 South Finished" where GOC is the abbreviated name of the game, 10-Axis would be the turn number-side, .02 the go for that side during the turn, and the "South Finished" an optional description of their go).

When the game is over teams should exchange passwords.

Reloading

Players should not intentionally reload to get a better die roll or to change their actions in hindsight of new information revealed by the game. Players will know that players on the same side can test results, and players on the other side will be able to as well at the end of the game, and so this will become apparent then.

Communications
All should be available to communicate through common Discord channels.

AARs on forums cannot exclude others from viewing them.

There is zero tolerance for personal abuse to anyone else in the game. Nothing in this game will justify abuse in any communications private or public. Those who have trolled other team games cannot participate in this one.

Future changes

Once the game has started rules can be amended or added to when there is no objection by any of the current players of the game. Rule changes must be posted in a place where all Combat commanders and Chiefs of Staffs can see them. Joiners must be notified of where the updated rules are.

Time: Commitment and Pace

Experience from other team games is that when teams are doing OK each side takes a week to do a turn. The fastest has been less than a day, the longest many weeks. Turns get quicker when there are no team changes, and are likely to be quicker during less intense mud turns say. However even with quick players the multiple handovers do make the game slower. Players will have to accept this, but should endeavour to not unnecessarily lengthen the game and take responsibility not to leave it idle while others wait.

Realistically this means at the start you are only likely to have the save file to take your go for an evening or two every two weeks. You can spend as much or as little time as you like outside of this to think about and plan your go, write AARs, strategise with team members, trashtalk the other side or engage in any other type of role play. But if your only interest is "pushing the units" and you are frustrated by this pace you should not consider this as your main or only game. On the other hand if you are not able to commit to a full on solo game against someone else this could be ideal.

Also this pace, even if it accelerates, means the end of the game will be a long way off. This means it is more suited to someone interested in the tactical play turn by turn, the team collaboration, or even the results by the end of each campaigning season. It may not suit someone whose main interest is in seeing a win or lose screen at the end of 200+ turns. On the other hand it does mean you are not individually obliged to stay with the game until the end. You can just play to the end of a campaigning season or even just a couple of turns to cover between one player leaving and another joining. All that is asked is that you are upfront about your commitment to your team mates and give as much notice of leaving as possible to allow a replacement to be found.

The game has been named Game of Coronas given the world events it is started under. It is meant to give hope and entertainment to all.

< Message edited by Telemecus -- 5/20/2020 3:06:33 PM >


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GoC - How To Join - 5/20/2020 3:05:48 PM   
Telemecus


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How to join or express interest

The Game of Coronas WitE team game has started but replacement players continually join the game so feel free to ask to join the reserve pool. In addition some have asked to just observe a game either on one of the teams or neutrally.

The Game of Coronas Wite team game started from reserves for the 2x3+ Team Game ( https://www.matrixgames.com/forums/tm.asp?m=4340647 ) itself formed from reserves from the 8MP team game (now finished - see https://www.matrixgames.com/forums/tm.asp?m=4250683) plus from the initiative of @redrum68 in a call of players ( https://www.matrixgames.com/forums/tm.asp?m=4788321 ). The reserves of the Game of Coronas have itself spun off another team game Corona of Thorns. And if the reserves list grows large enough there is no reason why it might not spawn off another.

If you would like to join any of these games or be considered generally for any of them, either as an observer or player, then post your intentions in this thread or join the discord https://discord.gg/ewqC7F4. You can also message @redrum68 or me. If you are solely interested in the Game of Coronas redrum68 should be contacted first.

< Message edited by Telemecus -- 5/20/2020 3:56:50 PM >


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GoC Teams - 5/20/2020 3:23:24 PM   
Telemecus


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Teams

At the start of this game the team sides are

Axis
North: warwizard55
Centre: Fetterkrolle
South: redrum68
Air: Nekronion
Chief of Staff: Teun
Deputy Chief of Staff: Telemecus (covering for CoS turns 1 to 3)
Team Manager: redrum68

Soviet
North: vilcum
Centre: Aaron321
South: Shaggy (no Matrix account)
Chief of Staff: sil01
Team Manager: Aaron321


< Message edited by Telemecus -- 5/20/2020 3:35:18 PM >


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RE: GoC Teams - 5/20/2020 6:35:42 PM   
redrum68

 

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Let the saga begin...

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GoC Axis - 5/20/2020 7:46:59 PM   
Telemecus


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AXIS TEAM PROTOCOL

To help the Axis team work together this protocol was created

quote:


Definition of Command and Control

Control - can move (but not air transfer airgroups), HQ Buildup, conduct attacks/missions, and toggle fighter/bomber missions
Command - can reassign their command (air transfer for airgroups), change air group range settings, toggle day/night missions, change leaders, and, unless otherwise stated, control

-Where an airbase contains airgroups under a different control or command, the airbase cannot be moved until the airgroup is air transfered out by it's commander or they decide not to do so, it's controller decides not to use it that turn, or the mission for which control or command has been reassigned is complete/ no longer applies

-SUs cannot be assigned "To" a unit where that means an SU can be pulled down from an HQ not in their command without allocations saying so
-SUs can be assigned "From" an HQ/direct assignment in your command
--------------------
Sequence of Play

1 Before Turn Starts

1.1 Other Commanders notify, at their option, requests (and reasons). In particular they may want to indicate any HQ Buildups, need for air transport, setting of airgroup ranges at start, SUs, etc.

1.2 Chief of Staff allocates to each other Commander
-Their go in the sequence for that turn, which can be altered by the team manager
-Maximum points they can spend
-Maximum rail cap they can use
-Which units are in their command, can assign to their command, and which in their command they cannot reassign, must reassign or can disband
-Which units in another command they can control
-Instructions on specific units or leaders
-Which airgroups in their command they cannot send to national reserve, do not control, or can swap equipment of
-Which airgroups not in their command they can assign from national reserve, transfer to their command, or control
-Which leaders not in their command they can appoint to within their command - as there are so many the list will not be exhaustive
-Geographic boundaries between commands and any instructions to co-ordinate along it

Allocations can also include instructions for all, other notes and intelligence

Other Commanders can suggest alterations or additions
2 Chief of Staff Go at start or end

2.1 May
-make leader appointments
-reassign units
-strategic transport of arrivals
-move units not allocated to other commanders (e.g. rear area unassigned garrisons, arrivals)
-move units allocated to other commanders at their request
-rail repair
-requests from other Commanders
-set SU auto support level settings and locks, and remove SUs from direct assignment
-adjust unit status to or from refit/reserve/ready
-adjust units Max ToEs
-set production settings
3 Air Commander Go near start or end

3.1 May
-send airgroups to or from reserve, disband or manual swap
-set replacement/autoswap settings for airgroups
-set range settings for air groups
-set day/night missions for airgroups
-set fighter/bomber missions for fighter-bomber airgroups
-set a default air doctrine at the start or the air doctrine for the opponents turn at the end

3.2 May take on map actions which can include (unless house rule states otherwise)
-air transfering airgroups and moving airbases
-air operations

3.3 May adjust allocations for air for other commanders
4 Ground Commanders Go
Other Commanders take turns in the sequence given in allocations, or as agreed with team manager

Other commanders have the OBLIGATION to carry out the operations of their command and
-first change the range settings for their airgroups as they want or as instructed for their go
-last change the range settings for their airgroups as they want or as instructed for others go
-conduct air operations best done with land operations for their ground units
-all actions to fulfill long term strategy and force dispositions at least cost
and, within their geographic boundary, includes
-rear operations such as garrisoning and anti partisan
-protecting neighbouring commands flanks and boundary operations as per 1.2
-rail repair with FBDs under their control, following team directed routes if any
Other Commanders are RESTRICTED to not
-use units of another command without control handed to them by other Commander or in allocations
-exceed allocations, or transfers from other Commanders
-not to move airbases with an airgroup commanded or controlled by another Commander (see Command and Control above)
-not to end a turn with on map units outside their boundary where the Commander for that area would be prevented from stacking the units they would want there (use common sense and warn others if you need a special spot for stacking)
-reassign units in their Command to another without their say so (i.e no unexpected command penalties)

Other Commanders CAN, at their option, do anything else including and also
-adjust air doctrine, except city/ground/airfield attack (which cannot be adjusted back again), but must return to default setting at end of go
-conduct long range air operations
-auto missions using airgroups controlled or commanded by other Commanders where they left it with an airgroup range allowing for that
-re-assign any unit within their command to any where else in their command or to any high command
-assign any unit from main high command which they have assigned to main high command in the same turn
-assign leaders from within own command or allocated
-adjust settings such as max ToE, refit/reserve/ready, auto SU level support/ lock, airgroup replacement/autoswap/autoupgrade, but you must also notify Supreme Commander/Chief of Staff as they may otherwise adjust the setting without knowing you wanted it. The Supreme Commander has final say on these.

--------------------
When commanders cannot complete their go because of real life or because they need another Commander to carry out some actions first they can give control of units to commanders who come sequentially after them with or without instructions for how to use them for that turn, or ask for a further go after another commander has taken their go if the Team Manager agrees


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GoC 001-005 Axis - 5/20/2020 7:54:29 PM   
Telemecus


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T001-005 Axis Rail Repair

The first thing to decide is where we will repair rail. Where we can then make offensives is dictated by it. To make things easy we adopt the off the shelf plan here https://drive.google.com/file/d/0B5BD_rtFxnp5SXVkUXV1LUdBYlE/view (also available in the Library of WitE resources in 2.3 of the first post by @Ewald von Kleist https://www.matrixgames.com/forums/tm.asp?m=4317692 )

By doubling up rail repair through the Baltics and out of Rumania we will be able to accelerate our repair east. If we later repair towards centre we will still get there sooner than if we had built out from centre.

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GoC 001 Axis - 5/20/2020 8:07:09 PM   
Telemecus


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T001 Axis Allocations

As players usually have their own scripted and practised turn 1 moves it made little sense to make a team plan and work down to each commander. So we started off with each commander giving their plans for their areas and then working out the gaps and overlaps between them. Allocations for turn 1 were as follows:-

quote:


AXIS TEAM ALLOCATIONS T001
- Team manager is responsible if sequence below needs to change
- Ground commanders must do rail repair along rail repair routes described above AND take control and hold in this turn hexes for rail repair next turn
- Do not reassign construction from OKH/army groups HQs to armies/corps
- Do not directly assign Flamms
- All air ranges are set to 1 temporarily. Set those ranges as you see fit during your turn, but focus on air kills over ground support
- 4th LW for North, 7th LW for Center and 18th LW for South are plane free and can be moved up for staging and kabuki dancing
- Preferably use Tac and Dive Bombers, so I can use Level Bombers afterwards
--------------------
1st & 5th - Air
Command
- All airbases, airgroups and air HQs including settings
Control
- airgroups and airbases controlled by ground commanders unless otherwise detailed by air commander
Points - 0, tell if needed
Rail Cap - 0, tell if needed
Leaders - Korten, tell if other needed
--------------------
2nd - Centre
Command
- AGC but not XXIVPz or XXXXVIPz, 281Sec, 285 Sec, 101RHG HQ
- can reassign 2Pz/XXIVPz/255 to OKH
- can reassign 2Pz/XXIVPz/267 to OKH or own command
- can reassign OKH/SUs except constr
Control
- no control on 7Pz,20Pz (no need to position HQ to supply 7Pz,20Pz)
- no control on FBDs
Points - 8 plus 4 for appointing v Kluge plus 6 unused from North
Rail Cap - 17,000
Leaders
- vKnobelsdorff to a Panzer Corps, Arnim to a Panzer Corps, Model(if North does not want them), tell if other needed
- Must appoint vKluge to OKH but can wait till later in centre go to do this, check if North wants to appoint a leader from the pool and do this first for North [Edit: North has confirmed they will not but should be appointed to a centre corps]
Boundary
- see seperate picture
- You should NOT expect the other commander to protect your flanks in the Pripyat swamp area.
--------------------
3rd or 4th - North
Command
- AGN exc 101RHG, FHC
- can reassign 7Pz,20Pz to your command
- can reassign OKH/SUs except constr
Control
- 7Pz,20Pz
- FBD 2,3 & 4
Points - 16
Rail Cap - 11,000
Leaders - Model, Hell, any Finn, tell if other needed
Boundary
- see seperate pictures
--------------------
3rd or 4th - South
Command
- AGS, XXXIV, Southern Axis Allies
- 255,267
- can reassign OKH/SUs except constr
- XXIVPz and XXXXVIPz but cannot contain more than four motorised divisions each, and no other onmap non-motorised can be assigned to it (Centre can reassign infantry division from it)[when Centre and South meet East of the Pripyat marshes XXIVPz will revert to Centre command, and it must contain, or South must reassign to OKH, four motorised divisions two of which must be Panzer]
Control
- When XXIVPz and XXXXVIPz command returns to Centre it must be near the Centre-South boundary
Points - 2 plus 4 unused from North plus any unused after ground commanders
Rail Cap - 5,800 plus any unused after ground commanders
Leaders - Jodl (eventually probably will be later appointed AG leader), any southern axis ally, vKnobelsdorff from pool to a Panzer Corps, Arnim from pool to a Panzer Corps, tell if other needed
Boundary
- see seperate pictures
- You should NOT expect the other commander to protect your flanks in the Pripyat swamp area.
--------------------
0th & 6th Supreme
Command - OKH HQ
--------------------


quote:

quote:

quote:

redrum68, Axis South Commander
Lol
Its ok. I'm sure @Telemecus our OKH economist, can set us up a AP stock exchange to trade on!


Telemecus, Axis Deputy Chief of Staff
@redrum68 I have even used the Blackwell-Scholes formula to price futures in WitE!!!


redrum68, Axis South Commander
Ha. The scary part is I'm not sure whether you are joking or not :slight_smile:


< Message edited by Telemecus -- 5/20/2020 8:26:04 PM >


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RE: GoC 001 Axis - 5/20/2020 8:18:01 PM   
joelmar


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quote:


redrum68, Axis South Commander
Ha. The scary part is I'm not sure whether you are joking or not :slight_smile:


Most probably NOT joking!!!

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RE: GoC 001 Axis - 5/20/2020 8:32:28 PM   
Telemecus


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quote:

ORIGINAL: joelmar
Most probably NOT joking!!!


According to @eskuche




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RE: Game of Coronas Team Game - 5/20/2020 9:46:58 PM   
Nekronion

 

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Air 1

Part 1 of Nekronion trying to learn arcane advanced air warfare methods in War in the East.

Lets start with my to do list:

quote:


1.Air Doctrines:
-0% required to fly,
-Ground support off
-recon escort off
-Fighter intercept 5
-everything else 25

2.Set every german fighter bomber to bombing mission

3.
-Set all airbases to 100% TOE
-Set all air HQs to 100% TOE

4.
-Ground commanders can use as much recon as they want, but nothing else (except the automatic fighter intercept). Thats only for turn 1 though
-Ground commanders should move the prepared Kabuki airbases into safe conquered areas to increase airbombing efficiency

5.
-Transfer all recon out of normal airbases and into army ones

6.
-Assign 1st LW base to Fliegerkorps I (Currently directly under Luftflotte I)
-Assign 6th LW base to Fliegerkorps II (Currently directly under Luftflotte II)
-Assign 17th and 18th LW base to Fliegerkorps V (Currently directly under Luftflotte 4)

7.
-Stop replacements to the air units withdrawing in turn 8 and 9



My thinking process behind the decisions :

1.25 is just a good general setting I use (Generally I prefer many smaller missions), also I mostly use manual plane selection anyways. The Fighter intercept is low so the fighters fly many missions amd shoot down some more old soviet fighter planes along the way. The settings will be adjusted later on if necessary (Spoiler: It will become necessary). Recon escort and ground support off are of little need in turn one, as I will almost fully concentrate on the destruction of airplanes

2.This is only for turn 1, more bombers means more opportunities as Soviet intercept is pretty much irrelevant at the moment.

3. Just a small effectivness boost for the early game, when the Airforce can affect the most. Of course Telemecus reset all my army air bases to 50% afterwards

4. The air part of turn 1 was split into 3 parts to make air kabuki work. 1. the general reorganization, but no bombing yet so the ground forces can advance and airbases can move deep, ground commander use of recon, the airbombing now that the bases have been moved forward

5. Just part of the general airforce reorganisation.

6.More organising and it's AP free

7.My general apporach is to shut off replacements to airgroups 10 turns before they withdraw, exceptions might be made during mud turns and the first blizzard, as there probably won't be much flying there.


The results:



I mainly focused on bombing Migs and recon aircraft, then went for raw numbers for the most part. Also I bombed Osinovets twice to prepare for the siege of Leningrad.
I could probably have cracked the 4k if not for some ... complications.

While transfering and kabukiing some german bombers in the South were transferred to a hex with both a Romanian and a German airbase. And they ended up in the Romanian airbase, which wouldn't be a problem since fuel and everything else is in order... right? Turns out Luftwaffe machine spirits don't appreciate Romanian ground crews and don't fly from allied airbases (Morvael later on "fixed" that bug by just removing the ability to transfer to allied bases entirely )

But wait there is more, as it turns out planes also don't fly from bases with 0 MP (They do fly from bases with 1 MP all other things considered). Luckily only a few planes were caught up in this, but it's annoying nontheless.

My further plans at this stage of the game are/were to follow up the next turns with a strategic bombing campaign against the Soviet railyards. In 1.12 the Soviet railcapacity is reduced in June, hence every damage done early on slows down railing and cuts supply. If the Soviets react, they will have to spread out their Fighter cover away from the front. If they don't contest it's free bombing time


< Message edited by Nekronion -- 5/21/2020 9:57:36 PM >

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RE: GoC 001 Axis - 5/20/2020 10:09:40 PM   
Telemecus


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T001 Axis North

@Warwizard55 leads the charge in the North. Clearing units for the push to Leningrad takes precendence over pockets. The bulk of 4 Panzer Group makes it to the Riga area and the city is captured.




quote:

warwizard55
I am the German General that cannot give the proper salute due to being so much better at the art of war that I do not need to do the posturing.
To OBK Subject we have captured 1000 + enemy tanks in the past month. Requesting transport for these tanks to take them to germany for either scrapping, or to be formed into new armored formations.


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< Message edited by Telemecus -- 5/20/2020 10:10:16 PM >


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RE: GoC 001 Axis - 5/20/2020 10:26:36 PM   
Telemecus


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T001 Axis Centre

quote:

Fetterkrolle, Axis Centre Commander
Not much to say, just the standard opening. 7th and 20th panzer division was given to AGN.
Our CoS wanted me to give 1 corp to AGS, I gave AGS 2 thinking he could pocket more things with it.
I did not have to do any special team coordination this turn. It just felt like doing a normal AGC opening. Only thing I needed to do was to ask AGS comander to make sure the south end of the Brest litovsk pocket would not leak.





quote:

Fetterkrolle, Axis Centre Commander - after von Kluge appointed to OKH and finding who replaced them
Jesus! gave us this Jodl


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< Message edited by Telemecus -- 5/20/2020 10:27:05 PM >


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RE: GoC 001 Axis - 5/21/2020 2:17:32 AM   
redrum68

 

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T001 Axis South

It was decided that 2 of the Panzer Corps from the 2nd Panzer Group (light blue) in AGC would head to the southern front rather than the center front. This allowed for a more aggressive opening in the south going for 3 main pockets: Lvov, Kovel, and Rovno.

The 17th Army focused on sealing the north side of the Lvov pocket and will primarily be used to liquidate any pockets in coming turns. The 6th Army focused on clearing the way for the Panzer Corps and pushing as far east as possible to support the Panzer Corps in coming turns.

The Lvov pocket is the pretty standard approach that clears the way through Tarnopol then sends the 11th Panzer Division to the Romanian border completing the pocket and unfreezing Romania turn 2. A few infantry divisions, a cavalry division, and the Grossdeutschland Mot Rgt are used to seal the Kovel pocket. The remaining panzer and mot divisions are used to drive further east capturing Rovno, to create a small pocket southeast of Rovno, and to convert some hexes to cross the Goryn next turn.




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RE: GoC 001 Axis - 5/21/2020 2:26:57 AM   
redrum68

 

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T001 Axis South - Analysis

After the south's turn finished, I asked Telemecus to provide some thoughts on potentially what the Soviets could counter with.

quote:


Telemecus, Axis Deputy Chief of Staff
Here might be some possible soviet moves to think about. Potentially the Rovno pocket could be broken by moving into one hex of enemy territory. The Kovel and Lvov pockets moving into two hexes of territory - so would have to be very lucky with rolls etc. I have not checked the MP rules and counted the hexes so some might be impossible but at least ones to think about. We think that no Soviet units other than cavalry can move into two enemy hexes on turn 1 so Lvov and Kovel pockets should hopefully hold. Potentially they could do one marading move in between 103 RHG and Hungary that might make it hard to stop marauding on turn 2.




Attachment (1)

< Message edited by redrum68 -- 5/21/2020 2:27:12 AM >

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RE: GoC 001 Axis - 5/21/2020 7:03:57 AM   
Telemecus


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T001 Axis Settings

Straight away from turn 1 we have been managing our manpower and equipment. Support Units dependent on arms points for replacements are constrained to a maximum ToE (for replacements) of 20%. Similarly other less useful units and HQs have their manpower replacements choked. On the other hand we place on refit all German infantry above a threshold experience level, all German armoured/motorised/mountains not withdrawing, all Italians in the Expeditionary corps and all Hungarians except security that unfreeze in 41 and do not.

We have also set support levels to zero to allow support units to drift up the chain of command. But not all. Where corps HQs have less than 2 construction support units or army HQs less than 3 we have left them locked so that they will not drift down from the higher commands. Once the higher command construction units go on map they can be unlocked.




Attachment (1)

< Message edited by Telemecus -- 5/21/2020 10:44:17 AM >


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RE: GoC 001 Axis - 5/21/2020 7:21:39 AM   
Aaron321

 

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T001 Soviet Centre

Not much i can say other than, everything was on fire. my army was all gone and Stalin was real mad that my entire front consisted of about ten men with only five rifles. But seriously that first turn guttered the soviet centre for a fair few turns. so big props to the axis centre commander Fetterkrolle for a very nice opening move.


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RE: GoC 001 Axis - 5/21/2020 8:59:18 AM   
sillyflower


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The worst axis T1 in the north that I have ever seen IMHO.

The 3 priorities for the axis are
1 Make pockets
2 Make more pockets and
3 make even more pockets

If you want to clear the route to Ltown, you need to destroy the defenders. Routing units away instead of pocketing them is a fantastic gift to the Russians, as is the failure to take Ventspils which will allow others to escape by sea, and the FZ with its valuable heavy weapons to disband. Sending a 3rd RR conversion unit up there will seriously hamper either AGS or AGC supply networks,and will enable even more Russians to be sent north

A competent AGC T1 and, from here, Lvov pocket looks safe.

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RE: GoC 001 Axis - 5/21/2020 10:04:01 AM   
eskuche

 

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quote:

ORIGINAL: Telemecus
T039 Axis Settings

This man's living in 1942!


quote:

ORIGINAL: sillyflower
The worst axis T1 in the north that I have ever seen IMHO.

If you want to clear the route to Ltown, you need to destroy the defenders. Routing units away instead of pocketing them is a fantastic gift to the Russians, as is the failure to take Ventspils which will allow others to escape by sea, and the FZ with its valuable heavy weapons to disband. Sending a 3rd RR conversion unit up there will seriously hamper either AGS or AGC supply networks,and will enable even more Russians to be sent north


Agree with taking Ventspils. However, not every has a perfectly optimized turn 1 :)

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RE: GoC 001 Axis - 5/21/2020 12:31:57 PM   
sillyflower


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quote:

ORIGINAL: eskuche

Agree with taking Ventspils. However, not every has a perfectly optimized turn 1 :)


I never,ever judge others by the 'optimum', not least because it is not a standard that I have reached, or will ever achieve. That said, the AGN T1 was pretty much optimal for the soviets, apart from the loss of Riga. If the panzers at Riga all make a mad dash for Pskov in T2 (and why else would at least 5 pz/mot xx have moved where they did?), that will make things even worse for AGN as they will then have to sit there for a long time before they get enough petrol to be useful.

AGN will be in even more trouble if either or both of the russian units at Paneveza (in the middle) recover from routing, because they are perfectly positioned to flip some of the rail hexes that AGN need to convert on T2.

I have probably played around 50+ games of Wite, almost all as USSR, and have read many more AARs. This is the worst AGN T1 that I can recall ever seeing. The other 2 AGs did perfectly well as did the LW.


< Message edited by sillyflower -- 5/21/2020 12:43:15 PM >


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RE: GoC 001 Axis - 5/21/2020 9:03:08 PM   
vilcum

 

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quote:

ORIGINAL: sillyflower

I have probably played around 50+ games of Wite, almost all as USSR, and have read many more AARs. This is the worst AGN T1 that I can recall ever seeing. The other 2 AGs did perfectly well as did the LW.


From my humble POV as russian north commander in this game I cannot agree being the worst, as Riga was in their hands, but I really really appreciated the road to riga being uncovered (meaning no real pocket) and was VERY happy seeing no unit east of the daugava in daugapils area.

Ventpils is a plus (some men and some entertaining for germans next turn) but not on same level.

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RE: GoC 001 Axis - 5/22/2020 9:52:54 AM   
tyronec


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quote:

This is the worst AGN T1 that I can recall ever seeing.

That is a bit harsh, as I understand it the team game is for players at all levels of experience and skill and I have certainly done a worse AGN T1s in my time.

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RE: GoC 001 Axis - 5/22/2020 12:49:21 PM   
joelmar


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quote:


This is the worst AGN T1 that I can recall ever seeing.


I agree with tyronec that the wording might not be the most tactful. But there is no denying that northern opening can be bettered and if AGN commander takes notes, he might pull the best AGN opening ever in a future game. My own motto in turn 1 is not "pocket, pocket, pocket" but "open the way for the infantry and FBDs"

Truth of it is that in this game, there won't be any German infantry at Pskov before turn 4 and then only in small numbers, which gives plenty of time for the Soviets to build up and dig in. Excellent situation for a Soviet Pskov defense.

quote:


@Telemecus

I know what you do!


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RE: GoC 001 Axis - 5/22/2020 5:19:08 PM   
sillyflower


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I should have played Tyronec back then.

Looking at it again, it was a dreadful strategy but the strategy was carried out pretty competently.

There is therefore no reason to think that the AGN player would not do a much better job next time - or be given better orders......

I take the need to open up paths for the inf and FBDs as a given and they should not be in conflict.

I don't see anything wrong with tough criticism (how else can a player learn from others?, and I always welcomed it both in my professional and gaming lives. However, it MUST be accompanied by advice on what went wrong and how to do better.

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RE: GoC 001 Axis - 5/22/2020 6:17:01 PM   
sil01


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T001 Soviet Nord sector

German tanks, probable objectives of the offensive and the general line of withdrawal of our troops this turn.




Attachment (1)

< Message edited by sil01 -- 5/22/2020 6:20:20 PM >

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RE: GoC 001 Axis - 5/22/2020 6:21:25 PM   
sil01


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T001 Soviet Centr sector

German tanks, probable objectives of the offensive and the general line of withdrawal of our troops this turn.




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< Message edited by sil01 -- 5/22/2020 6:22:26 PM >

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RE: GoC 001 Axis - 5/22/2020 6:23:12 PM   
sil01


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T001 Soviet South sector

German tanks, probable objectives of the offensive and the general line of withdrawal of our troops this turn.




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RE: GoC 001 Axis - 5/22/2020 6:25:33 PM   
sil01


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T001 Soviet Stavka orders

Appeal to all readers.

The forecasts and orders maps that you will see in this AAR were compiled directly during the respective turns and reflect all the uncertainty of the situation in the current turn.
Thus, this AAR will reflect the drama of decision-making at each turn and will not contain post-factum comments (for my part).
However, long-term directives and defense plans of Leningrad and Moscow will not be published.

Some elements of my "foresight" are taken from games with AI and other players (I am for the Germans).
Thus, I have tables of German aircraft and tank production, tank MP forecasts for the first moves, I can calculate the current number of German tanks and aircraft, and so on.
I also have a detailed Russian action plan for each of the first 17 turns.
I hope this will not be considered cheating.
For reconnaissance and control of German tanks, a special Excel file is used at each turn. The Russian 2x3 team saw him.
And of course, I carefully studied the 2x3 AAR game.
The speed with which the Germans dealt with the Russians in the first 10 turns did not add optimism to me.

So to the battle!



An important problem has to be solved - Who will close Leningrad?

The Stavka turned to the Commanders.

So, who will take responsibility to protect the city of Lenin?
Homeland will give you the best that is available in July 41:
trained divisions, tank and motorcycle battalions, tactical bombers,modern fighters, commanders Zhukov, Vatutin, Tolbukhin, 4 of the most powerful armies.
The Germans are waiting for a surprise.

Comrade Eishen took responsibility!

To implement the defense plan of Leningrad,
the Stavka increased the transportation of troops by rail by 30% and began transfer of 5 best divisions to Leningrad.


General Stavka aviation Guidelines for Commanders.

Aviation must be returned so that it can protect at least itself.
Necronion bombs everything to zero. Why give pleasure?
And by the way, they coolly knocked out all the type I16.24. Only 29 left something.
Therefore, you will have to wait for the aircraft until it is reorganized 40 to 20 and fix and remove from the regiments the excess and faulty aircraft.
In the reserve of the shelf where there are a lot of faulty ones, I transfer to another type, and all the faulty ones fall into the pool as serviceable.
Only for the sake of Osinovets I just left something.
Aviation Supply Priorities - North, South, Center.
And, admit that aviation now (1-10th turn) will not help you with anything.
And yet, they are very fond of bombing the industry, so fighters may have to be delivered to the industry.




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< Message edited by sil01 -- 5/23/2020 10:20:02 AM >

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RE: GoC 001 Axis - 5/22/2020 6:34:07 PM   
sil01


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T001 Orders to North Commander

To fulfill the general directives of the Stavka, specific orders were given to the Commander.




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< Message edited by sil01 -- 5/23/2020 5:36:43 PM >

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RE: GoC 001 Axis - 5/22/2020 6:34:51 PM   
sil01


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T001 Orders to Centr Commander

To fulfill the general directives of the Stavka, specific orders were given to the Commander.




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< Message edited by sil01 -- 5/22/2020 6:36:07 PM >

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