Fungwu
Posts: 161
Joined: 8/22/2007 Status: offline
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quote:
these changes: Axis minors now reconstruct, with the exception of fleets, forts and air force. -Finns reconstruct in Helsinki -Hungarians reconstruct at Budapest -Slovakians reconstruct at Bratislava -Italians reconstruct at Triest -Romanians reconstruct at Bucharest - German air shock 105 in 1943, instead of 100(event 10) -Russian first winter shock 105(event 11) -Russian shock of 95 after winter offensive(event 14) -turn 178 russian air shock 100(event 26) -Russian shock until mud set to 95(event 361) -turn 4 air shock to 80(event 362) -turn 11 russian air shock to 85(event 363) -turn 32 russian air shock 90(event 501) -turn 57 russian air shock 95(event 502) -Some changes to territory in Finland. Shallow water to deep water in order to decrease frontage -Max rounds per battle set to 2 The most important change is max battle rounds set to 2. If your not familiar with this feature, basically it means your units will not continue attacks more than once, so no turn burn. Axis attacks are much more powerful because you get easily 5-7 rounds per turn with a lot of movement points remaining after the first attacks. History: In my first game of FITE with Karri I molded all 4 panzer groups into one mega panzer group and attacked nothing but Moscow, which I took around turn 15. I then followed up with Leningrad before Mud. And both these with minimal losses. Unfortunately for me I didn't capture anything in the South at all. After an early shock Karri rallied and attacked relentlessly everywhere, even capturing all of Turkey and attacking into Greece! Huge losses mounted among my men from his artillery and tanks. I had totally lost the initiative and was forced to concede by turn 60. Evaluating this loss I recognized I was vastly over focused on Moscow, and also I was very poorly organized. Many of my troops laid around on critical turns and my 'Super' panzer group turned into a mis directed mob very quickly once Moscow was mine. The cities in the Northern zone did not produce enough production losses on the Soviets to have a decisive effect, and a limited focused attack, did not produce enough casualties to cripple the Soviet army. Now it is time for a new game and a new plan starting from the ground up. First: What is the strength of the German army and what does it need to accomplish with it? I figure that the striking arm of the Wermacht is its motorized troops. Head to head in a battle with fortified soviets, the Germans are not very powerful. However in a battle of maneuver the German recon battlions, engineers, and motorized infantry have a great potential to slip through and around Soviet units. Unlike the Soviets the germans can subdivide, allowing one recon unit to half encircle a soviet unit and give other German units the chance to eliminate it rather than pushing it back. Against an enemy in a siege situation, grinding against a fortified line, pushing it back a hex at a time, german mobility means very little. In a mobile situation the germans can pin the soviets in place with some units, and then selectively eliminate and bypass the enemy, leaving them to the infantry to fully surround and destroy. In this manner the motorized divisions are more remarkable not for their combat prowess, but their ability to avoid a fight and instead simply pin the enemy and move past him, in the process cutting him off from supply and reinforcement. Strategically the Germans have the initiative, this means they can choose wherever they want to attack. The soviets can build any type of defense they want, but the Germans can choose when and how to attack it. To win the scenario requires defeating the Soviet army in the field, only then can various cities be captured to reduce the Soviet advantage in material. To defeat the Soviet army I must use my strategic initiative to select the right battleground where my troops can fight a battle of mobility and fully defeat the enemy. The first step in this is to at once forget all history, all historical routes, battle plans and habits of play. I feel like everyone else I have experienced as Axis commanders in this scenario follows the same basic battle plan suggested by the initial deployment of their troops and of the progression of the historical Barbarossa campaign, and of the games of their past experience. My plan is simple, simply take a map and remove all place names to ease the burden of fame certain places put on a commander to capture them. Then note which terrain is suitable for mobile operations and which isn't. The results of this study could not be clearer. The northern half of the map presents nothing but obstacle after obstacle to a battle of maneuver. The Baltic Sea and the limited involvement of Finland greatly reduce the potential for enveloping attacks. The approaches from the South and west consist of marshes, lakes, rivers, hills, and dense forests. This entire area is totally unsuited for my troops and I will avoid it accordingly. The areas West, North, and East of Moscow are similarly difficult, with forests, rivers and marshes being augmented by fortifications. Some other areas present minor obstacles, but nothing compared to the vast forests, hills, and marshes of the North. Examining the Southern section of the map could not provide a clearer contrast. The southern area of the map is almost totally open, with only rivers and few select areas as major obstacles. So my choice is obvious, I will reroute all my mobile troops to the Southern region and fight the deciding battle there.
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