penlin
Posts: 18
Joined: 4/13/2011 Status: offline
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Turn 3 The first two turns are pretty smooth, and the 1st Panzer Group is on schedule heading towards Vinnitsa. I have to start thinking about the Russian units on the long north and south flanks. The south flank is easier. There are not so many Russian units, so they are easier to pocket. Also, once the Romanian armies activate, I send one of them from the south to link up with my main advance, creating a very large pocket in the Carpathians. More worrisome is the north flank, where there are more and stronger Russian units. At the start of turn 3, I face a choice between using some panzers to strike north and create a pocket or simply continuing forward. I think hard about doing the pocket. I want to eliminate Russian units while I can. Otherwise, they will withdraw, and I will have to fight them in front of Kiev. Also, the panzers are some distance ahead of the infantry, so a short halt to the advance would let the infantry catch up. On the other hand, the Russian units are strong, with defensive combat values (CVs) of 5 to 8, and there is no clear weak point. Also, creating a pocket might require slogging through the Pripyet marshes to the north – not appealing. Lastly, my timeline is to get to Vinnitsa next turn, and I need to be disciplined if I’m going to have time to deal with Kiev. In the end, I continue the advance towards Vinnitsa. On the following turn, the Soviet units indeed withdraw to fight another day. NOOB ADVICE: For maximum resupply and combat effectiveness, keep your HQ units close (usually 5 hexes) to their subordinate combat units. This should be true at the end of your turn (for resupply) and also when attacking (to commit support units automatically).
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