PeeDeeAitch
Posts: 1276
Joined: 1/1/2007 From: Laramie, Wyoming Status: offline
|
If there is a Golden Rule for the Germans in 1941 it is this. It doesn't matter if one uses their panzers like me (I would make Guderian weep), or simply as exploiters and surrounders, the key is that your mobile forces must be mobile. Panzers with 8 movement are expensive (and less useful) infantry, and tanks at the end of their logistical train are simply big and slow piles of near-useless. The key is having movement. For the aspiring commander, knowing how to maximize air supply, how (and when) to rest tanks, how to use HQ Buildup all play a role in a successful drive. The best plans are just arrows on the map if your units don't have gas or are too tired to do anything. Yes, even near-supermen need to be taken care of. An example of what I mean is below, my "first four turns" plan: A common statement is that the Germans face hordes of Soviets in a carpet behind (say) the Upper Dnepr. What if I were to say to you that the Germans can be over the Dnepr in Panzer Group strength on turn 4? By over I mean well beyond exploiting a breakthrough. The problem of turn 6 with what seems like 200 infantry melt away. Mobility is the answer to this, breaking through possible defensive positions as soon as possible. Against a forward and tough defense it is not always possible, but remember that turns one and two see the panzers in their glory. In the center, Groups 2 and 3 can be next to Minsk on turn one, then near (or in) Vitebsk on turn two. Use the mobility these turns have to keep your mass of armor together and concentrated for a strike toward the landbridge. The end of turn two should see at least 10 or maybe 12 mobile divisions beyond Minsk and near Vitebsk. End the turn with the corps HQs near to the frontlines as you can. Turn three should see small gains, the tanks are tired, if possible move very little and then HQ buildup for at least 3 of the corps. Why? This is too early for an HQ buildup, many will say. While true that this will not yield any great targets (other than Smolensk) right away, the point is strategic - to keep the initiative and open up the river crossings. By turn four the infantry will be catching up, likely there will be defenders on the west side of the Dnepr along the Berezina region that will be rimmed by the 4th Army, southwest of Velikie Luki the 9th Army will be able to hold the line...and the 2nd and 3rd Panzer Groups can have 46 or so movement, a turn of rest, and likely not much thickness of defense in front of them. I have found that this works wonders - whether there are five corps here, four, or three (depending on your "south first" or "north first" inclinations). The key is concentrated mass, movement, and willingness to use your mobile forces. Smolensk will likely fall soon, the Soviet defenses will be off balance (and maybe a large number surrounded), and the Dnepr will no longer be a barrier (you will have crossed it near to Smolensk where it is just a wee thing. Now I am not saying it is perfect, far from it. My whole point to this too-long post is that as the German player, one must always be looking out for ways to increase or maintain mobility, use this movement to seize and keep the strategic initiative, and exploit your strength for the best effects. Below is a picture of me ready to move on turn 4 in my latest PBEM. Note, the panzers are tired, but the movement is high. They shouldn't need to fight much, and they will run a long way. I expect experienced Soviet players would be licking their chops at my plan above, that is fine. My point was not the details, but more a glimpse into how one should try to follow Mynoks dictum.
Attachment (1)
< Message edited by PeeDeeAitch -- 4/2/2011 4:04:18 AM >
_____________________________
"The torment of precautions often exceeds the dangers to be avoided. It is sometimes better to abandon one's self to destiny." - Call me PDH - WitE noob tester
|