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eskuche vs sillyflower (12.05, Done)

 
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eskuche vs sillyflower (12.05, Done) - 6/10/2020 3:56:49 AM   
eskuche

 

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Hi all,
I have taken up a game against the esteemed sillyflower, who has come out of retirement to squish me. I hope there is enough dust on his red stars to let me panzers squeak by, but time will tell! I will be trying some experimental things.

Will leave ~1 day between turn start and end updates to receive others' retrospective input. ~3 turns delay

Sillyflower welcome but please don't look too hard at my units :)


< Message edited by eskuche -- 9/27/2020 8:34:22 PM >
Post #: 1
RE: eskuche vs sillyflower welcome (12.05+, 3+ turn delay) - 6/10/2020 4:00:11 AM   
eskuche

 

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North opener: fairly standard by this point. A little extra PzG3 to help with the Pskov crossing if needed. Note one panzer reaching 3 spaces past Daugava.
Right red circle is an important unit to push turn 1 to prevent Kaunas pocket opening. Left burgundy circle...let's just say someone was fired.




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< Message edited by eskuche -- 6/10/2020 4:01:56 AM >

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RE: eskuche vs sillyflower welcome (12.05+, 3+ turn delay) - 6/10/2020 4:12:01 AM   
eskuche

 

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Center:
Standard plus a few changes.
Mistakes is in maroon. Missed the memo that there was a river so needed another unit to push.
Red circle needs to be moved to ensure pocket.
Orange circles are airlifted security regiments with an attached pioneer (StuG also doable) and kept in rough space to negate the need for a panzer to hold these hexes, at least in the bottom. This is definitely house rule-able, but if not denied can possibly open the door to even stronger openings or at the very least patch up careless ones (see south). Edit: these were done after resupply, as airlift 100%'s the transport gruppe.
Gray corps reserved for swamp/rail/leader swap duty later.





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< Message edited by eskuche -- 6/10/2020 4:36:37 AM >

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Turn 1 - 6/10/2020 4:17:24 AM   
eskuche

 

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South:
Standard. Kovel and large pockets are secure. Tarnopol garrisoned by airlift but not strictly needed this time.
We agreed on no more airlifting to make pockets for the remainder of this game.




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Air - 6/10/2020 4:25:53 AM   
eskuche

 

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Server games suck! Can't look back at old saves. Turn 4 start air losses. Emphasis on level bombers (to protect my airbases) and recon.





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RE: Air - 6/10/2020 9:32:02 AM   
Telemecus


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+1 subscribed

An ingenious further idea on using the much underused and under appreciated air lift mechanic in WitE1. Although good to agree with opponent on its limited use.

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(in reply to eskuche)
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RE: Air - 6/10/2020 2:01:02 PM   
Kilo59


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+1 subscribed

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RE: Air - 6/10/2020 2:49:10 PM   
joelmar


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+1 subscribed :-)

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RE: Air - 6/10/2020 5:44:15 PM   
BrianG

 

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German airlift

yes bring it on!

If you have chance to show frame by frame the airlift procedure it would be enlightening.

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RE: Air - 6/10/2020 6:35:38 PM   
Kilo59


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quote:

ORIGINAL: BrianG

German airlift

yes bring it on!

If you have chance to show frame by frame the airlift procedure it would be enlightening.


I couldn't get it to work correctly from just the manual (16.3.5.4), so eskuche referenced this thread for me and I got it working. I think the step where you have to scratch behind your left ear 3 times did the trick. :)

https://www.matrixgames.com/forums/tm.asp?m=4816355

< Message edited by Kilo59 -- 6/10/2020 6:46:15 PM >

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RE: Air - 6/10/2020 11:28:28 PM   
Crackaces


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Subscribed. Sillyflower as a Soviet is going to give you a run on your money.

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RE: Air - 6/11/2020 11:09:20 PM   
Bozo_the_Clown


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I remember taking a ton of **** from people in the forum for perfecting Russian paratrooper drops to cut supply. Funny to see that it's always different when the German player does unrealistic stuff.

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RE: Air - 6/11/2020 11:22:34 PM   
eskuche

 

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Most of my opponents are against my using Soviet paradrops too :)

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RE: Air - 6/11/2020 11:28:29 PM   
Telemecus


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When I start a campaign game playing Soviets I am opposed to my opponents using tanks too!!!

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RE: Air - 6/12/2020 1:28:39 AM   
56ajax


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quote:

ORIGINAL: Kilo59

quote:

ORIGINAL: BrianG

German airlift

yes bring it on!

If you have chance to show frame by frame the airlift procedure it would be enlightening.


I couldn't get it to work correctly from just the manual (16.3.5.4), so eskuche referenced this thread for me and I got it working. I think the step where you have to scratch behind your left ear 3 times did the trick. :)

https://www.matrixgames.com/forums/tm.asp?m=4816355


No wonder I can never get it to work - wrong ear.


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RE: Air - 6/12/2020 9:25:27 AM   
SparkleyTits

 

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There is also a lot of nice refinements in your decisions, even with the odd mistake, here and there

I really like this opening

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RE: Air - 6/13/2020 6:49:23 PM   
HardLuckYetAgain


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This game started with 12.5 or upgraded to 12.5 from an earlier version?

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RE: Air - 6/13/2020 7:06:37 PM   
eskuche

 

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Started 12.5. Just sent over turn 4. Any questions about the patches?

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RE: Air - 6/13/2020 7:42:13 PM   
HardLuckYetAgain


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quote:

ORIGINAL: eskuche

Started 12.5. Just sent over turn 4. Any questions about the patches?


No, no questions about patches since none took place.


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RE: Air - 6/14/2020 8:19:45 AM   
STEF78


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Year after year, german openings are more and more terrific!

Nice to see Sillyflower again

And Bozo is truly the master in using paratroops, but also a fair player.

I will follow this AAR

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Post #: 20
RE: Air - 6/14/2020 6:42:47 PM   
HardLuckYetAgain


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quote:

ORIGINAL: STEF78

Year after year, german openings are more and more terrific!

Nice to see Sillyflower again

And Bozo is truly the master in using paratroops, but also a fair player.

I will follow this AAR


Ya, Eskuche should have an interesting time with Sillyflower. Sillyflower is an excellent player.

Couldn't agree more with more about Bozo Stef :) Always loved Bozo's writings and views but never have played Bozo...

(in reply to STEF78)
Post #: 21
RE: Air - 6/14/2020 7:10:44 PM   
eskuche

 

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Let’s just say there were probably some records set in turn 3 and 4 already. What kind of records will remain to be seen. :)

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Post #: 22
Turn 2: North Start - 6/18/2020 4:08:35 AM   
eskuche

 

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North start: Soviet sets up minor blockades, but not nearly enough to count as a fully Pskov defense. Three paths are identified for armor to puncture.
1. Unsure of retreat rules, spotty supply, and possible flank cut means this should only be taken if other (2) fails.
2. Standard two units on the level 2 fort. Can push back but unit will retreat across the river if there is no combat unit on Pskov.
3. Doable, but strong unit (turns out to be tank division on level 2 fort. Neither retreat option is great and involves a ZOC to ZOC move.

Green are nice plane targets.




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Turn 2: Center Start - 6/18/2020 4:12:49 AM   
eskuche

 

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Easy double envelopment for two full panzer corps here. (Turns out to be not so easy). Air targets not worth bringing serious firepower. IAD interceptors can be brought down with ground support if it is on.




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Turn 2: South Start - 6/18/2020 4:19:32 AM   
eskuche

 

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Pockets are secure. I did not do a super Lvov, so there is a Zhitomir line. It may be possible to form an encirclement here of about 15 units, but this would hugely delay any push to the south. I choose to make a minor pocket and sweep south with additional fuel from Rumania.

Air: black hexagons represent enemy air patrol range. 60 level bombers and 40 recon are vulnerable to escorted bombing.




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RE: Turn 2: South Start - 6/19/2020 3:53:35 AM   
eskuche

 

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Turn 2 North:
Straightforward two-way to trap some units for pocketing next turn while maintaining open line for infantry. ~10 infantry over the Daugava.

Edit: how did I forget. This one man held up this entire front with some ridiculous rolls at the fort in front of Pskov. Manstein really dropped the ball on this one. Took 4 attacks to get through, else the pocket would have been tight.






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< Message edited by eskuche -- 6/25/2020 1:19:18 PM >

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Turn 2: Center - 6/19/2020 3:56:02 AM   
eskuche

 

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Cute pocket with 7 units + an HQ. One additional straggler taken for next turn. Lack of infantry and full scouting into hard terrain means I have to make a very tight wall, with MP keeping the outside secure.




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Turn 2: South - 6/19/2020 4:02:20 AM   
eskuche

 

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3.5 divisions are used to grab four very strong divisions usually nabbed by the super Lvov. Meanwhile, huge amounts of terrain are converted and a loose pocket formed around the Dnestr. Units can be picked up next turn easily. Note clearing of four hexes for rail repair next turn north from the border wasn't 100% successful.
The main strategic goals were 1. to form a a clear line for movement next turn, including low morale Rumanian divisions (only two were set to clear Bessarabia, while others are waiting), 2) getting PzG 1 closer to rails.
5 armored divisions are railed down (courtesy of Model1950 vs. Bitburger game, though taken to the extreme). These divisions have 180-200% fuel, which should catch Russia unawares on turn 4-5. They would not have achieved any strategic goal from their starting point in Poland besides getting stranded west of Kiev for 3 turns.




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< Message edited by eskuche -- 6/19/2020 4:03:32 AM >

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RE: Turn 2: South - 6/25/2020 1:11:59 PM   
eskuche

 

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Turn 3 start:
North is hugged but a line is open for infantry. I can grab a few motley, weak units in a pocket but will prioritize advancing infantry.




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< Message edited by eskuche -- 6/25/2020 1:12:24 PM >

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Turn 3 Start - 6/25/2020 1:21:11 PM   
eskuche

 

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Center: pocket holds. One tank divisiion donated to block of scout, and the 5=9 rifle division down south will be kept for next turn. Plan is just to advance. Center turn 3 is usually quiet. Minsk is unmanned for now, as nothing was available, and no rail coming through anyhow.




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