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TOE levels - 12/8/2011 2:10:02 AM   
HITMAN202


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I'm playing the Axis (how can you really start with learning the Soviets... its like first dating a girl who wants you to learn her family members names and birthdays before the first kiss) in the Lenningrad scenario against the A1 and see my TOE's slowly go down across the board. How much do I set who at what. Q-Ball mentions getting rid of the SEC HQ.... good.. probably set the SEC units at 50, the dog infantry at 75 and everyone else at 100 ??? Also OKH and those worthless (battle-wise) AGN and AGS. In this scenario do you really need them. How about the air units and bases ????

< Message edited by HITMAN202 -- 12/8/2011 2:11:24 AM >
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RE: TOE levels - 12/8/2011 7:43:44 PM   
AKCLIMBER

 

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Disbanding units and setting lower TOEs can help alleviate manpower/gear shortages but are you sure that's your problem? Keeping units in constant contact with the enemy really hammers their TOEs (both thru combat & attrition), regardless of your manpower situation. The best way to boost your worn out units' TOEs is to get them off the line (not adjacent to any enemy units) and set them to "refit". This will give those units priroty when it comes to replacements. Units in supply, especially units sitting on a working rail net, can get their TOEs up very quickly (assuming you've got enough manpower and gear available to be distributed).

About disbading units and setting lower TOEs, aside from the early disbandment of the SEC HQs, when playing German vs the AI, I normally don't disband units until I run in to severe manpower shortages later in the war. I will mess with lower unit TOEs a bit earlier tho.

Hope that helps. Have fun!

(in reply to HITMAN202)
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RE: TOE levels - 12/8/2011 8:47:43 PM   
Killzone

 

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Dont drop TOE for Secy divisions (or use them for fighting), u need them fully staffed to suppress partisans by garrisoning the cities. Break the Security divisions down to brigade size. One brigade will fully garrison a small city, and two for a large one.

You shouldn't need to worry about TOE with a short scenario, just be sensible with your attack strategy. If you are not pocketing, make sure you attack with enough force to route the enemy. They retreat along way back, lose loads of casualties and morale and are worthless as a fighting force for a good period of time thereafter. Also with this result your battle casualties are almost nonexistent.

If you can, try to route the HQ's, this means the support units cant join in surrounding battles, and enemy is thoroughly disorganized. The HQ's also lose all their supply and fuel dumps, and the attached units can't resupply efficiently during the computers phase turn.

If you try to do hasty attacks all the time, or don't attack with overwhelming odds, your attacks might get held, your losses start rising and TOE falls quickly.

There's a big Tank Division that makes its presence known around Pskov, you want to gang up on that and send it fleeing into the neverland. Keep thee pressure on, don't let them dig in depth behind the Luga.

There are several ways to take Leningrad, I favor the back door approach. Blasting east with armor through Novgorod, getting behind all the reserves and swinging up and taking the port town of Sviritsa.

This is triply useful, you don't get into a trench war, release the Finns, and you bag the massive amounts of reserves in a huge pocket.


< Message edited by Killzone -- 12/8/2011 9:36:35 PM >

(in reply to HITMAN202)
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RE: TOE levels - 12/8/2011 11:32:17 PM   
HITMAN202


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This advice is too good. Thanks. What do you mean "route the HQs" ?? I get fixed on a plan in this massively complex game because I don't have enough knowledge and thus little insight to make any decisions that I can build on. This interchange helps tons. In regards to this TOE issue is REFIT. Again another important rule comes out that meant squat to me prior to your post. Double thanks. It seems this is a no brainer to do if you not going anywhere or a fight's not likely to happen.

(in reply to Killzone)
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RE: TOE levels - 12/9/2011 1:51:11 AM   
Killzone

 

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The AI keeps its front-line HQ's very close to the action, if you route an enemy unit sometimes you get the chance to advance and attack its HQ. Do this before you make other attacks in the neighborhood and other units attached to that HQ will have support problems and will be much easier to defeat in this turn and the next. Sometimes the enemy HQ will be on its lonesome and just advancing next to it will make it flee and lose all its goodies (supply and fuel dumps)

Putting units on REFIT gives them priority for replacements. Putting everyone on REFIT has the same effect as no-one on REFIT. I only put my Panzers on refit, as they will be doing the bulk of the fighting near Leningrad, as the infantry struggle to keep up.

I mainly use infantry units to help blow a hole through Novgorod, protecting the flanks of the amour spearheads from being cut, and closing and (eventually eliminating) the pockets. Try to keep your Panzers actual fighting to a minimum (can't be avoided at times), you want to use their Movement Points for movement, not fighting.

The optimum way to make a breakthrough is for infantry to punch a 3 hex wide hole and then line the outer 2 hexes and then let your amour pass through the middle hex so it doesn't get enemy zone of control movement penalties.

You haven't got that luxury near Novgorod (the attack channel isn't wide enough), but get your infantry to brute force retreat the AI stacks as much as possible.

If you have done HQ buildups for both your Panzer corps, you will be able to break through into the light forest area around Kabozha (96-23). Next turn you will be able to take Sviritsa (90-12) completing the encirclement and releasing the Finns by taking out any Fortified zones the AI might build just south of the Finnish no attack line.

Remember to bring up your airfields so you can resupply extra fuel to your Panzers when they break through. For this reason I don't let my bombers interdict or provide ground support. Panzers can never have too much fuel.


< Message edited by Killzone -- 12/9/2011 2:16:42 AM >

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