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strategy v's game play - 7/17/2006 8:34:26 AM   
pbhawkin1

 

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From: Mudgee, Australia
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Hi all.
I have a general question to all;
For the large scenarios (DNO, FiTE etc) is it better to go slow and destroy Russians by surrounding them and thereby reducing the replacements in later turns or go hell
for leather for distant objectives and deal with the added replacements then?
Is the increased slowness that this would involve to your advance be counted by the reduction in the opponents replacements?
I ask as looking at various AARs a lot of Russian units are overrun and being destroyed (thereby generating replacements that come back and bite you in 10-15 turns) when with one more turn you could have these same units surrounded (for supply purposes) and then destroyed without generating replacements.
Any thoughts welcome.


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Post #: 1
RE: strategy v's game play - 7/17/2006 9:42:25 AM   
JAMiAM

 

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Hi,

I'm going to move this to the War Room. It'll stay floating longer there, and is where strategy/tactics questions should go.

(in reply to pbhawkin1)
Post #: 2
surround now or later on ??? - 7/17/2006 10:24:46 AM   
larryfulkerson


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From: Tucson, AZ
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So um.........I've played two FitE games PBEM and I'm now doing DNO ( which is FitE for about 40 turns or something like that) PBEM and I think I've noticed a trend.  The first few turns, say 1 throu 9 or so, have the Soviet player trying to pull his forward units back and the rearward units forward so that meet in a defensive line somewhere optimal.  And it's the Axis players task to overtake and kill as many of the forward Soviet units as he can before any massive defensive lines can be begun.  So sometime after I ( as Axis ) take Minsk and before I can take Smolensk, the Soviet dude forms a defensive line and the character of the game suddenly changes.  Instead of trying to overtake, surround, then kill Soviet units the Axis dude now has Soviets that stand toe to toe as it were and sometimes fights back.

So it seems to me that in order to get as far into Russia as he can the Axis dude must rush pell mell and not worry so much about the replacement pool additions until after the Soviet defensive lines start to form.  Because when that happens he's in a position, sometimes, to outflank and surround massive numbers of Soviet units, and that's when you would, it seems to me, worry about replacement pool additions.  I could be wrong however.  I've lost EVERY FitE game I've ever played PBEM ( to Karri E. from Finland ) so don't listen to me whatever you do.

(in reply to JAMiAM)
Post #: 3
RE: strategy v's game play - 7/17/2006 11:00:49 AM   
Industrial


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quote:

ORIGINAL: pbhawkins

For the large scenarios (DNO, FiTE etc) is it better to go slow and destroy Russians by surrounding them and thereby reducing the replacements in later turns or go hell
for leather for distant objectives and deal with the added replacements then?


Be as fast as possible, speed is of the essence, let your opponent off the hook and even if its just for a turn or two, you'll pay for that later in blood (your blood), let the soviets escape with too many divisions or give them enough time to build propper defences and you are screwed.

Trust me, been there, done that.

_____________________________

"The conventional army loses if it does not win. The guerrilla wins if he does not lose."

Henry Alfred Kissinger

<--- aka: Kraut

(in reply to pbhawkin1)
Post #: 4
RE: strategy v's game play - 7/17/2006 12:34:00 PM   
alaric99x

 

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Larry and Kraut are both correct, they seem to play DNO much the same way I do.  (When discussing DNO, perhaps I should say "manage" instead of "play?")

There are several critical roads, like the one through Minsk and Smolensk to Moscow, that need to be cleared quickly.  I will kill anything that blocks these roads (and railroads) regardless of what might go back in the pool.  However, there will always be other units off in the woods somewhere and out of the way.  Those units I leave surrounded and achieve a 100% kill at my convenience.  

(in reply to Industrial)
Post #: 5
RE: strategy v's game play - 7/17/2006 1:00:47 PM   
Industrial


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Here is an animation I made from my last DNO game, turn 1-11. As you can see the most important thing for the Axis is to keep on moving forward, every defence the soviets threw up was quickly breached and either destroyed or he retreated. The southern defence line you can see in the last picture of this animation was breached in turn 12






Attachment (1)

_____________________________

"The conventional army loses if it does not win. The guerrilla wins if he does not lose."

Henry Alfred Kissinger

<--- aka: Kraut

(in reply to alaric99x)
Post #: 6
RE: strategy v's game play - 7/17/2006 6:30:54 PM   
glvaca

 

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quote:

ORIGINAL: Industrial

Here is an animation I made from my last DNO game, turn 1-11. As you can see the most important thing for the Axis is to keep on moving forward, every defence the soviets threw up was quickly breached and either destroyed or he retreated. The southern defence line you can see in the last picture of this animation was breached in turn 12



Without wanting to imply you are not an excellent player, which you obviously are, I would wager a guess your opponent has fought to close to the German border and in essence addopted what is called the forwards defence. This style of play has benifits if it works but is also the potentially most dangerous when it fails. As it clearly has in your example.
It's been said in other posts that the Russians don't have enough units in this scenario and that therefore the scenrio is broke. to do a don't think this is a scenario design problem but is quite historical. All through 41 the Russians simply didn't have the troops to form a decent front line accross the whole of the Soviet Union.
If you are familiar with the boardgame FitE on which, I gather, this scenario is based, you will be faced with the same problem. The only solution against a competent Axis player is run like hell and blow up every rail, bridge and airfield in site. Unfortunately TOAW does not allow for blowing up rail lines and airfields making it easier for the Luftwaffe to keep up. Also not modeled in TOAW is regauging which is a rail pain for the Axis in the Boardgame. As you need to repair all the rails first and then regauge them. In fact, by running far enough the Axis will run out of supply and certain objectives will just be unreachable untill the rail lines get repaired. It seems to me that most Sovs make the mistake of fighting to close to the border, get their lines pierced and then cannot disengage fast enough, and get surrounded, and killed leaving gaps which cannot be plugged. A common mistake I seem to see is fighting heavily for the South while in the boardgame it is common practice to leave the South to the Axis while using the troops to help defend Leningrad and Moskva. I'm not saying that you cannot leave rearguards in Kiev and Odessa, and other places, far from. But fighting along the whole length of the Diepner through to Gomel, Vitbesk, Velekiey Luki unto Leningrad in the summer of 41 is just asking for trouble. As pointed out before, a competent Axis player will concentrate his forces on 3-4 spots, break through and surround the rest. Quite historical.

IMHO the South should be sacrificed initially to reinforce the Center and North. Allowing for a determined defence 100-150 km from Moskva up to Leningragd in the North and hanging on Voronezh. Well fortified and reserves plenty. Only then the South should be considered. If the Axis runs far in front of his supply local counter attacks can put him in his place. This is called the runaway defence and works very well in the boardgame equivalent. I haven't had the chance to test in in TOAW3 but I see no reason why it shouldn't work.

When all is said and done, remember that the Russians lost Kharkov, Kiev, Smolensk, etc... and still managed to win the war. The Russian should conserve his strength untill winter when he has the advantage. Alternating the tune "run, run away" by "run, run away and delay"

Best,
Glenn

(in reply to Industrial)
Post #: 7
RE: strategy v's game play - 7/17/2006 6:44:45 PM   
golden delicious


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From: London, Surrey, United Kingdom
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quote:

ORIGINAL: glvaca

It's been said in other posts that the Russians don't have enough units in this scenario and that therefore the scenrio is broke. to do a don't think this is a scenario design problem but is quite historical. All through 41 the Russians simply didn't have the troops to form a decent front line accross the whole of the Soviet Union.


The problem, then, is not so much that the Russians don't have enough units to do this, but that the Axis does. They can indeed reliably man the entire front. So it's just a matter of pushing forward wherever the Russian player isn't.

quote:

Unfortunately TOAW does not allow for blowing up rail lines and airfields making it easier for the Luftwaffe to keep up.


a) rail lines are automatically damaged when a hex is converted
b) German single-engined fighters generally had no difficulty operating off highly improvised airfields.

quote:

Also not modeled in TOAW is regauging which is a rail pain for the Axis in the Boardgame.


Rail repair is quite a problem in several of the East Front scenarios (DNO being one). Less so in others.

quote:

I'm not saying that you cannot leave rearguards in Kiev and Odessa, and other places, far from. But fighting along the whole length of the Diepner through to Gomel, Vitbesk, Velekiey Luki unto Leningrad in the summer of 41 is just asking for trouble. As pointed out before, a competent Axis player will concentrate his forces on 3-4 spots, break through and surround the rest. Quite historical.


What's striking is that in the 10km/hex scenarios, such concentration doesn't have to be very serious. The German player merely needs to pour enough infantry in to be able to stick one regiment next to every Russian division and have some left over to stretch the flanks. Since the Russians can never have a continuous line everywhere at once, they have to keep retreating incrementally; and due to the shortage of units and inability to divide, retreats usually turn into collapses.

quote:

If the Axis runs far in front of his supply local counter attacks can put him in his place. This is called the runaway defence and works very well in the boardgame equivalent. I haven't had the chance to test in in TOAW3 but I see no reason why it shouldn't work.


Units on low supply in TOAW tend to be too effective- especially if they have high proficiencies, as the Germans do in this situation. I suspect you will find yourself unable to deliver effective counterattacks against the Germans in these scenarios- at least not until the designer slams shock penalties onto the whole front. Even then it's iffy.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to glvaca)
Post #: 8
RE: strategy v's game play - 7/17/2006 7:10:50 PM   
glvaca

 

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quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: glvaca

It's been said in other posts that the Russians don't have enough units in this scenario and that therefore the scenrio is broke. to do a don't think this is a scenario design problem but is quite historical. All through 41 the Russians simply didn't have the troops to form a decent front line accross the whole of the Soviet Union.


The problem, then, is not so much that the Russians don't have enough units to do this, but that the Axis does. They can indeed reliably man the entire front. So it's just a matter of pushing forward wherever the Russian player isn't.

GLVACA:
Which makes it a point for the Russian to buy enough time by delaying the advance as much as possible with small rearguards well dugin while preparing his line further East. The Russian is more then capable of making a strong defence in depth just before Moskva through to Leningrad and Voronezh. It seems to me it is virtually impossible for the German to get to Voronezh properly supplied before the fall mud.


quote:

Unfortunately TOAW does not allow for blowing up rail lines and airfields making it easier for the Luftwaffe to keep up.


a) rail lines are automatically damaged when a hex is converted
b) German single-engined fighters generally had no difficulty operating off highly improvised airfields.

GLVACA:
a) not all railroads are damaged in FitE. There is a good chance they are captured intact. After time that chance is gone and rail damage is set at 100%
b) that still leaves the bombers.

quote:

Also not modeled in TOAW is regauging which is a rail pain for the Axis in the Boardgame.


Rail repair is quite a problem in several of the East Front scenarios (DNO being one). Less so in others.

GLVACA:
Rail repair and then having to convert from broad to narrow was one of the key problems the Germans faced in the first year. They simply couln't keep up. Obviously, that's a double action required and thus a more lenghty process. As is, even with the repair only, if the Germans advance to quickly they will run out of supply. If they then bumb into a properly defended line all fortified they will have a serious problem unentreching the defenders (because their arty becomes ineffective) and pay heavily in lives and turn burns.

quote:

I'm not saying that you cannot leave rearguards in Kiev and Odessa, and other places, far from. But fighting along the whole length of the Diepner through to Gomel, Vitbesk, Velekiey Luki unto Leningrad in the summer of 41 is just asking for trouble. As pointed out before, a competent Axis player will concentrate his forces on 3-4 spots, break through and surround the rest. Quite historical.


What's striking is that in the 10km/hex scenarios, such concentration doesn't have to be very serious. The German player merely needs to pour enough infantry in to be able to stick one regiment next to every Russian division and have some left over to stretch the flanks. Since the Russians can never have a continuous line everywhere at once, they have to keep retreating incrementally; and due to the shortage of units and inability to divide, retreats usually turn into collapses.

GLVACA:
That's the whole point. As the Russian you cannot afford to fight before your main line of resistance which I would place 100-150KM of Moskva. Here you will hold or die. To that effect you need to sacrifice terrain in the South because the vastness of the geography will take care of the Germans there. At least untill you get sufficient numbers to also hold there comfortably. Leave troops in Odessa and make sure Sevastopol is protected. Build your line further away, Stalino or even Rostov if need be. The most important battle is around Moskva and Leningrad. The South is expendable.

quote:

If the Axis runs far in front of his supply local counter attacks can put him in his place. This is called the runaway defence and works very well in the boardgame equivalent. I haven't had the chance to test in in TOAW3 but I see no reason why it shouldn't work.


Units on low supply in TOAW tend to be too effective- especially if they have high proficiencies, as the Germans do in this situation. I suspect you will find yourself unable to deliver effective counterattacks against the Germans in these scenarios- at least not until the designer slams shock penalties onto the whole front. Even then it's iffy.


GLVACA:
Perhaps, but if I see a panzer corps at red far in front of support he's going to get one on the nose very quickly. To that you need to assemble those free support units (Shock armies) as quickly as possible and refrain from committing them in a stand to close to the border. Then when he's stretched out and red, surround him and kill him. But for this to work your Line from Leningrad to Voronezh must hold.

Best,
Glenn



(in reply to golden delicious)
Post #: 9
RE: strategy v's game play - 7/17/2006 7:34:12 PM   
Industrial


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quote:

ORIGINAL: glvaca

Without wanting to imply you are not an excellent player, which you obviously are, I would wager a guess your opponent has fought to close to the German border and in essence addopted what is called the forwards defence. This style of play has benifits if it works but is also the potentially most dangerous when it fails. As it clearly has in your example.


Quite on the contrary, in DNO a soviet forward defence has actually quite good chances of succeeding, thanks the the enormous soviet reinforcements and replacements. In quite a few DNO games I stalled the german thrust by turn 10+ in a bloody stalemate!
Only when the Axis player really knows his business will the soviets be forced to flee, but than again they will get so many reinforcements and reconstituted units and replacements that from turn 4 forward its not uncommon for them to get several pages or reinforcements each turn.

quote:


It's been said in other posts that the Russians don't have enough units in this scenario and that therefore the scenrio is broke. to do a don't think this is a scenario design problem but is quite historical. All through 41 the Russians simply didn't have the troops to form a decent front line accross the whole of the Soviet Union.

Are you mistaking DNO with FitE? In DNO the soviets are swimming in units, in fact they have hit the 2000 unit limit and you are therefore unable to divide their division, (that's in a game which only simulates mid 1941- Feb.1942, and not like FitE 1941-45) but thats no problem, as you'll get almost 2 divisions for every regiment the germans can throw at you :)
In one DNO where the germans surrendered at turn 6 I had 760 units who were able to man a front from the baltics down to the black sea, while still having units in reserve.
In another DNO where the germans surrendered at turn 14 the soviet had already 970 units, manning approximately the same front as in the above mentioned game.
I haven't counted the length of the front in hexes, but as most soviet units are full rifle divisions and with utilizing the nature given good defencive positions, those 750 units can form quite a formidable defence.

quote:


Also not modeled in TOAW is regauging which is a rail pain for the Axis in the Boardgame. As you need to repair all the rails first and then regauge them.

Regauging is simulated by the Axis having a 100% rail destruction, so every RR hex you capture will be destroyed and has to be repaired/regauged.

quote:


In fact, by running far enough the Axis will run out of supply and certain objectives will just be unreachable untill the rail lines get repaired.

Oh, the Axis will run out of supply by turn 4 or so and from that point forward advance at continuously 1% supply, but thtas just because of the TOAW supply system weakness and there is really nothing you can do about that.

quote:


It seems to me that most Sovs make the mistake of fighting to close to the border, get their lines pierced and then cannot disengage fast enough, and get surrounded, and killed leaving gaps which cannot be plugged. A common mistake I seem to see is fighting heavily for the South while in the boardgame it is common practice to leave the South to the Axis while using the troops to help defend Leningrad and Moskva. I'm not saying that you cannot leave rearguards in Kiev and Odessa, and other places, far from. But fighting along the whole length of the Diepner through to Gomel, Vitbesk, Velekiey Luki unto Leningrad in the summer of 41 is just asking for trouble.
As pointed out before, a competent Axis player will concentrate his forces on 3-4 spots, break through and surround the rest. Quite historical.

If you think it's that easy, care to play a game of DNO agianst me, you can take the germans if you want
I don't have TOAW III yet, but as the scenario isnt converted to TOAW III yet that should be no problem, my trusty CoW will still do the trick

quote:


When all is said and done, remember that the Russians lost Kharkov, Kiev, Smolensk, etc... and still managed to win the war. The Russian should conserve his strength untill winter when he has the advantage. Alternating the tune "run, run away" by "run, run away and delay"

True, but in DNO there are serve penalties for losing those cities, for one they will increase the EEV (the earlier you lose them, the higher teh EEV increase) which can lead to a sudden death vicory for the Axis should they capture Moscow early enough, and losing replacement cities will also lower the soviet replacements, which are way above the axis replacements by teh way. German replacements: 200 Heavy Rifle Squads/turn, soviet replacements: 1500 Light Rifle Squads + 2500 Rifle Squads per turn...

_____________________________

"The conventional army loses if it does not win. The guerrilla wins if he does not lose."

Henry Alfred Kissinger

<--- aka: Kraut

(in reply to glvaca)
Post #: 10
RE: strategy v's game play - 7/17/2006 8:03:32 PM   
golden delicious


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From: London, Surrey, United Kingdom
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quote:

ORIGINAL: glvaca


Which makes it a point for the Russian to buy enough time by delaying the advance as much as possible with small rearguards well dugin while preparing his line further East. The Russian is more then capable of making a strong defence in depth just before Moskva through to Leningrad and Voronezh. It seems to me it is virtually impossible for the German to get to Voronezh properly supplied before the fall mud.


This is all fine, but this isn't what the Russians did. In point of fact the Russians did exactly what you advise a Russian player not to do- and in spades. Yet they won anyway. Would you say this points to problems with the way the Germans conducted the campaign, or with the scenario?

quote:

a) not all railroads are damaged in FitE. There is a good chance they are captured intact. After time that chance is gone and rail damage is set at 100%


The rail repair capacity is far too effective in this scenario anyway. I'm thinking mostly of DNO, since that's not handicapped by the need to compromise with the rest of the war in the East.

quote:

b) that still leaves the bombers.


Less of a problem. The Stukas can operate from ad-hoc airfields too, whilst the rest have the range to fly from airfields which have had time to be worked up. Obviously not ideal, but not exactly crippling.

quote:

GLVACA:
Rail repair and then having to convert from broad to narrow was one of the key problems the Germans faced in the first year. They simply couln't keep up. Obviously, that's a double action required and thus a more lenghty process. As is, even with the repair only, if the Germans advance to quickly they will run out of supply. If they then bumb into a properly defended line all fortified they will have a serious problem unentreching the defenders (because their arty becomes ineffective) and pay heavily in lives and turn burns.


The artillery isn't that badly affected. If we take a look at DNO, even though Daniel's been good enough to set the artillery to 60% proficiency, it will still have half as much firepower at 1% supply as it does at 100%.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to glvaca)
Post #: 11
RE: strategy v's game play - 7/18/2006 6:04:26 PM   
glvaca

 

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quote:

ORIGINAL: Industrial

Quite on the contrary, in DNO a soviet forward defence has actually quite good chances of succeeding, thanks the the enormous soviet reinforcements and replacements. In quite a few DNO games I stalled the german thrust by turn 10+ in a bloody stalemate!
Only when the Axis player really knows his business will the soviets be forced to flee, but than again they will get so many reinforcements and reconstituted units and replacements that from turn 4 forward its not uncommon for them to get several pages or reinforcements each turn.



As you remark yourself I was talking about FitE.

quote:


Are you mistaking DNO with FitE? In DNO the soviets are swimming in units, in fact they have hit the 2000 unit limit and you are therefore unable to divide their division, (that's in a game which only simulates mid 1941- Feb.1942, and not like FitE 1941-45) but thats no problem, as you'll get almost 2 divisions for every regiment the germans can throw at you :)
In one DNO where the germans surrendered at turn 6 I had 760 units who were able to man a front from the baltics down to the black sea, while still having units in reserve.
In another DNO where the germans surrendered at turn 14 the soviet had already 970 units, manning approximately the same front as in the above mentioned game.
I haven't counted the length of the front in hexes, but as most soviet units are full rifle divisions and with utilizing the nature given good defencive positions, those 750 units can form quite a formidable defence.


I know the DNO scenario but have limited experience with it so I was most definitely talking about FitE and actually replying on one of your comments made about the game on Larry AAR.

quote:


Oh, the Axis will run out of supply by turn 4 or so and from that point forward advance at continuously 1% supply, but thtas just because of the TOAW supply system weakness and there is really nothing you can do about that.


Perhaps the Germans you seem to defeat so easily don't care enough about supply?
The point is that when you arrive way out of supply, strung out and disorganized before my main line of resistance which is well dugin, supplied and with ample reserves you'll get your butt kicked. If however the Russians fight too close to the border this effect won't play and going toe to toe with the Germans in supply too early in the game is asking for trouble. From watching your nifty movie I notice that your Russian made several attempts to make a stand but was overcome again and again making the next attempt even less likely to succeed. As a thought I would put forth that would he have made his attempt further East and thus have more time to receive reinforcements/digin/etc... and thus have a stronger line, while you would be further from your supply line, his chances would have been better at holding you. Far better.

Now I realize that in DNO there are compelling reasons to for victory objectives but delaying the fall of these can be achieved for a part garrisonning the objectives and surrounding hexes itself and leaving rearguards at strategic points and does not need for a complete line. Delaying is key but this should be achieved with minimal loss.

quote:


If you think it's that easy, care to play a game of DNO agianst me, you can take the germans if you want
I don't have TOAW III yet, but as the scenario isnt converted to TOAW III yet that should be no problem, my trusty CoW will still do the trick


I'm doing it now to my opponent in FitE. I never said it was easy but it can be done. As pointed out before the Axis needs to keep the front broad and thus will force the Russian to spread out more then he wants and so giving the old Maxim of war that the attackers advantage is to chose the time and place of the attack a new meaning. To counter this, the Russian needs to realize he cannot be strong enough to prevent this everywhere and has to prioritice. First Leningrad-Moskva-Voronezh, then the South.

I'll accept that challenge as the Russians in FitE. It has to be TOAW3 as I do not own COW, unfortunately. If you accept send me the opening turn.


(in reply to Industrial)
Post #: 12
RE: strategy v's game play - 7/18/2006 6:27:35 PM   
glvaca

 

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quote:

ORIGINAL: golden delicious

This is all fine, but this isn't what the Russians did. In point of fact the Russians did exactly what you advise a Russian player not to do- and in spades. Yet they won anyway. Would you say this points to problems with the way the Germans conducted the campaign, or with the scenario?



I'd say that question is impossible to answer with any certainty, and I strongly suspect you know that all to well
Guidelines to strategy are never fullproof. Every action has a reaction. The fact that the Russians got away with losing army after army can be credited to certain decisions the Germans made which gave the Russians time to get their line back in order by the time when the Germans did march on Moskva. Not to mention the weather giving a helping hand and the fact that Japan decided against attacking the Soviet Union and went for the Pacific instead. To assume that the Germans will make the same mistakes as they did historically if you make the same mistakes as the Sovs did historically, might just not be the best strategy to start the game with. As the Russian off course

quote:



The rail repair capacity is far too effective in this scenario anyway. I'm thinking mostly of DNO, since that's not handicapped by the need to compromise with the rest of the war in the East.



Hmmm, Don't quite follow that. I haven't compared the amount of RR engineers in DNO with those in FitE but I do know that the German supply radius in FitE is 4 while in DNO it's 10. That gives the Germans a lot more flexibility in DNO then in FitE I would think...

quote:



Less of a problem. The Stukas can operate from ad-hoc airfields too, whilst the rest have the range to fly from airfields which have had time to be worked up. Obviously not ideal, but not exactly crippling.



The point is that by making it necessary to repair all that damage by engineers you delay the German advance. Making it easier for the Russian to survive. Remember that I actually referred to comments made by Industrial and others in Larry's AAR where they stated that the Russians had the worst of this encounter. Only to find Industrial now saying more or less the opposite
Imagine you need to first repair and then regauge raillines. While still having to rebuild bridges and repair airfields. Those engineers (note that engineers can repair but not regauge raillines) will be busy as hell. Adhoc airfields are provided for in the Boardgame but you need to build them which costs movement points AND you need to keep a engineer in the hex to keep it operating.

I think that you will agree that adhoc airfields are less effective in maintaining the operational strength of a unit, lack of facilities, etc... Perhaps this should be reflected in reduced readiness?

quote:



The artillery isn't that badly affected. If we take a look at DNO, even though Daniel's been good enough to set the artillery to 60% proficiency, it will still have half as much firepower at 1% supply as it does at 100%.


That's interesting, I'm not sure about that and I think I read somewhere that arty on low supply is less effective (not only less strong) in giving support and untreching bombarments. Can someone confirm one way or the other?


< Message edited by glvaca -- 7/18/2006 6:30:07 PM >

(in reply to golden delicious)
Post #: 13
RE: strategy v's game play - 7/18/2006 7:20:01 PM   
golden delicious


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quote:

ORIGINAL: glvaca

I'd say that question is impossible to answer with any certainty, and I strongly suspect you know that all to well
Guidelines to strategy are never fullproof. Every action has a reaction. The fact that the Russians got away with losing army after army can be credited to certain decisions the Germans made which gave the Russians time to get their line back in order by the time when the Germans did march on Moskva. Not to mention the weather giving a helping hand and the fact that Japan decided against attacking the Soviet Union and went for the Pacific instead.


Note that these last two are simulated in the scenario.

quote:

Hmmm, Don't quite follow that. I haven't compared the amount of RR engineers in DNO with those in FitE but I do know that the German supply radius in FitE is 4 while in DNO it's 10. That gives the Germans a lot more flexibility in DNO then in FitE I would think...


The supply radius might start at 10 in DNO but it goes down on later turns.

quote:

Imagine you need to first repair and then regauge raillines. While still having to rebuild bridges and repair airfields. Those engineers (note that engineers can repair but not regauge raillines)


Regauging a rail line isn't a particularly technical operation. You unpin the rails, lift them up and move them over, then repin them. Voila- a wide gauge railway. This might take a while, but no part of it involves anything more specialised than a small crane and some careful measuring.

What I heard was that in additional to using a different railway gauges, the Russian rolling stock was all designed to be able to travel greater distances without stopping to pick up more coal etc. (since Russia's obviously a good deal larger than Germany). This meant that to accomodate their own rolling stock, the Germans had to build loads of extra coaling stations and other facilities- on top of regauging and repairing the track.

quote:

I think that you will agree that adhoc airfields are less effective in maintaining the operational strength of a unit, lack of facilities, etc... Perhaps this should be reflected in reduced readiness?


At present in TOAW, air units receive full supply if they are able to trace supply at all. This could be changed.

quote:

That's interesting, I'm not sure about that and I think I read somewhere that arty on low supply is less effective (not only less strong) in giving support and untreching bombarments. Can someone confirm one way or the other?


You might be right about disentrenchment, since this is an either/or rather than a qualitative thing.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to glvaca)
Post #: 14
RE: strategy v's game play - 7/18/2006 7:24:01 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: glvaca

Perhaps the Germans you seem to defeat so easily don't care enough about supply?


I think the problem German players have in the 10km/hex East Front scenarios is that there are just too many units to manage and they end up losing sight of operational concerns. Fixing rail lines is pretty easy to keep track of in TOAW.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to glvaca)
Post #: 15
RE: strategy v's game play - 7/18/2006 7:59:02 PM   
Industrial


Posts: 143
Joined: 5/29/2006
Status: offline
quote:

ORIGINAL: glvaca

Hmmm, Don't quite follow that. I haven't compared the amount of RR engineers in DNO with those in FitE but I do know that the German supply radius in FitE is 4 while in DNO it's 10. That gives the Germans a lot more flexibility in DNO then in FitE I would think...


In DNO the germans have to follow a houserule and only use 3 RR engineers on any RR-track, that and the 100% RR destruction will slow the german RR repair down quite a lot compared to FitE, where there are no house rules and a lower RR destruction value.

quote:

ORIGINAL: glvaca

The point is that by making it necessary to repair all that damage by engineers you delay the German advance. Making it easier for the Russian to survive. Remember that I actually referred to comments made by Industrial and others in Larry's AAR where they stated that the Russians had the worst of this encounter. Only to find Industrial now saying more or less the opposite


Thats because we are talking about 2 different scenarios ;)

I think the soviets have it a lot easier to stop the german onslaught in DNO than in FitE

< Message edited by Industrial -- 7/18/2006 8:01:41 PM >


_____________________________

"The conventional army loses if it does not win. The guerrilla wins if he does not lose."

Henry Alfred Kissinger

<--- aka: Kraut

(in reply to glvaca)
Post #: 16
RE: strategy v's game play - 7/18/2006 8:06:39 PM   
Industrial


Posts: 143
Joined: 5/29/2006
Status: offline

quote:

ORIGINAL: glvaca

I'll accept that challenge as the Russians in FitE. It has to be TOAW3 as I do not own COW, unfortunately. If you accept send me the opening turn.




Too bad, but I don't have TOAW III yet, and don't plan on upgrading unless I see some real improvements over CoW. The changes so far point in the right direction, but for me as a PBEM only player there still isn't that much of improvement to be found, the fixed AA bug maybe, but not enough as to convince me yet :)

_____________________________

"The conventional army loses if it does not win. The guerrilla wins if he does not lose."

Henry Alfred Kissinger

<--- aka: Kraut

(in reply to glvaca)
Post #: 17
RE: strategy v's game play - 7/18/2006 8:13:41 PM   
glvaca

 

Posts: 1312
Joined: 6/13/2006
Status: offline

quote:

ORIGINAL: golden delicious


ORIGINAL: glvaca

I'd say that question is impossible to answer with any certainty, and I strongly suspect you know that all to well
Guidelines to strategy are never fullproof. Every action has a reaction. The fact that the Russians got away with losing army after army can be credited to certain decisions the Germans made which gave the Russians time to get their line back in order by the time when the Germans did march on Moskva. Not to mention the weather giving a helping hand and the fact that Japan decided against attacking the Soviet Union and went for the Pacific instead.


Note that these last two are simulated in the scenario.



True but they are given, i.e. out of control of the players whilst strategy _is_ under the control of the players. Quite obvious, why play otherwise? And this is what, for me, the discussion is all about. What is the best strategy for the Axis and Sovs? Your point was, that whilst the Sovs made the "mistakes" I would advise against they still won the war. My point is that while it is true the Sovs made those mistakes their is no guarentee that the Axis will make his same mistakes (i.e. divert the main drive to Kiev) and if he doesn't make the same mistakes he made historically, you could find yourself in a bit of a pickle. So therefore I would advice the Sovs, not to make the same mistakes that where made historically in the first place.

quote:

Hmmm, Don't quite follow that. I haven't compared the amount of RR engineers in DNO with those in FitE but I do know that the German supply radius in FitE is 4 while in DNO it's 10. That gives the Germans a lot more flexibility in DNO then in FitE I would think...


The supply radius might start at 10 in DNO but it goes down on later turns.


Yes, at turn 21 it goes down to 8 and 34 (mud) to 2 for both sides. Still better then FitE.


quote:

Imagine you need to first repair and then regauge raillines. While still having to rebuild bridges and repair airfields. Those engineers (note that engineers can repair but not regauge raillines)


Regauging a rail line isn't a particularly technical operation. You unpin the rails, lift them up and move them over, then repin them. Voila- a wide gauge railway. This might take a while, but no part of it involves anything more specialised than a small crane and some careful measuring.

What I heard was that in additional to using a different railway gauges, the Russian rolling stock was all designed to be able to travel greater distances without stopping to pick up more coal etc. (since Russia's obviously a good deal larger than Germany). This meant that to accomodate their own rolling stock, the Germans had to build loads of extra coaling stations and other facilities- on top of regauging and repairing the track.



Hmmm, I think it involves more then that. You need special equipment as the woden bills (don't know English translation) on which the rails rest don't have the correct profile. They are broader then those used for narrow rails and thus the profiles in which the rails rest are to far appart. You also need to make sure it is positioned correctly, etc... Far more clever people then me have devoted a lot of study on the subject and their conclusion was you need specialist troops to do it. Who am I to argue?

quote:

That's interesting, I'm not sure about that and I think I read somewhere that arty on low supply is less effective (not only less strong) in giving support and untreching bombarments. Can someone confirm one way or the other?


You might be right about disentrenchment, since this is an either/or rather than a qualitative thing.


And that means that being in supply is imperative if you want to tackle a well fortified line. Un-fortifying before an assault will save you a lot of troops and, not to forget, turn burns. If you want to crack a line you need patience and a lot of combat phases. If either is lacking you will end up in WO1 trench warfare and lose.



(in reply to golden delicious)
Post #: 18
RE: strategy v's game play - 7/18/2006 8:24:00 PM   
glvaca

 

Posts: 1312
Joined: 6/13/2006
Status: offline

quote:

ORIGINAL: Industrial


quote:

ORIGINAL: glvaca

I'll accept that challenge as the Russians in FitE. It has to be TOAW3 as I do not own COW, unfortunately. If you accept send me the opening turn.




Too bad, but I don't have TOAW III yet, and don't plan on upgrading unless I see some real improvements over CoW. The changes so far point in the right direction, but for me as a PBEM only player there still isn't that much of improvement to be found, the fixed AA bug maybe, but not enough as to convince me yet :)


Well one benifit of buying now is you can trash me

It's only 30 bucks and they fixed the AA bug (thank god) and soon everyone will be playing TOAW3, plus it will become more and more difficult for you to discuss a game you don't own. In fact, you owe it to your standing in the community to buy this one. Not to mention support Matrix in develloping this game further

If you reconsider you can find me at glennvc (at) telenet (dot) be
Just in case you do, I'm leaving on holiday this thursday and won't be back until 5th August

I'd really like to play you, I can only learn...

(in reply to Industrial)
Post #: 19
RE: strategy v's game play - 7/18/2006 8:40:00 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: glvaca

True but they are given, i.e. out of control of the players whilst strategy _is_ under the control of the players. Quite obvious, why play otherwise? And this is what, for me, the discussion is all about. What is the best strategy for the Axis and Sovs? Your point was, that whilst the Sovs made the "mistakes" I would advise against they still won the war. My point is that while it is true the Sovs made those mistakes their is no guarentee that the Axis will make his same mistakes (i.e. divert the main drive to Kiev) and if he doesn't make the same mistakes he made historically, you could find yourself in a bit of a pickle. So therefore I would advice the Sovs, not to make the same mistakes that where made historically in the first place.


Well I'll more interested in the suggestion that the Soviets have to play something close to a perfect game in order to win.

quote:

Yes, at turn 21 it goes down to 8 and 34 (mud) to 2 for both sides. Still better then FitE.


Does it fall for the mud phase in FiTE? As I recall, there's actually a cease fire event at some point in that scenario.

quote:

Hmmm, I think it involves more then that. You need special equipment as the woden bills (don't know English translation)


We call them sleepers.

quote:

on which the rails rest don't have the correct profile. They are broader then those used for narrow rails and thus the profiles in which the rails rest are to far appart. You also need to make sure it is positioned correctly, etc... Far more clever people then me have devoted a lot of study on the subject and their conclusion was you need specialist troops to do it. Who am I to argue?


That's a point. However it may have been a matter of which troops were best suited to the job which regular engineers could have done at a stretch.

quote:

And that means that being in supply is imperative if you want to tackle a well fortified line. Un-fortifying before an assault will save you a lot of troops and, not to forget, turn burns. If you want to crack a line you need patience and a lot of combat phases. If either is lacking you will end up in WO1 trench warfare and lose.


Typically, though, the German player won't need to crack a well-fortified line; he'll just need to probe for weakspots by going around the defence-in-depth you've had the Russian construct to product Leningrad and Moscow.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to glvaca)
Post #: 20
RE: strategy v's game play - 7/18/2006 8:41:07 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: Industrial

Too bad, but I don't have TOAW III yet, and don't plan on upgrading unless I see some real improvements over CoW. The changes so far point in the right direction, but for me as a PBEM only player there still isn't that much of improvement to be found, the fixed AA bug maybe, but not enough as to convince me yet :)


Given your position on another thread, I would have thought that the Max Rounds Per Battle feature would appeal to you.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to Industrial)
Post #: 21
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