Harrybanana
Posts: 4097
Joined: 11/27/2004 From: Canada Status: offline
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quote:
ORIGINAL: Walloc Its nice and easy to sit here say what have and shouldnt have been done. No i havent walked in ur shoes. First off no i never got around to wirtting chapter 2. it would be far less extensive than chapter 1 tho and most ppl seems to get the gist of whats importand about those so i deemed it less necesarry. Mostly to do with cut offs, why in some cases railing 4 is 60% better than railing out 3 and stuff like that. Still say on average 96k isnt alot. The turns around turn 3-6 u should have even with sapers rapid advance have 140kish. It starts to drop off at some point. Prolly earlier in ur case than most. 40-50k is IMO alot of railing units around with in consecutive turns. Ofc if its needed its needed and not saying never should. Turn 1-2 is IMO the turn used on whole sale unit shipping, turn 1 is a no brainer as u cant evac facts and well u limited in turn 2 too in ur RR cap, any how. That not to say u cant or shouldnt move stuff at later dates, just to point there is a "golden" oppertunity on those turns too think ahead and rail what needs to be railed. I run a tight ship when it comes to using RR cap. For example, u recieve a number of 1-1,5 CV tank/mot divs in the Ural each costing up too 3k each to rail and u need 2 turns to get em forward. I would never rail such forward. Losing 6K RR cap or an arm for each 1 CV div simply isnt worth it IMO. Other tips includes. SHC receive alot of shells, If u spend its first turn railing it forward and making sure its off the before rails next turn it only costs around 100 RR cap to move it. Then it just has to haul ass the rest of the way which usually isnt terribly long. Where as if u put it on refit and leave it in RR mode the next turn it then costs around 800ish depending on how much replacements has reached the unit. Now i dunno how u run the during turn, its one of those things u rarely get a glimsh of in AARs so i dont know if u alrdy stuff like that. As it is atm i can only agree with Gingerbread. Even Moscow doesnt look particular safe. I would 1 evac all those importand factories(as per guide) alrdy now. Better to get 1 out that will eventually regenerate that losing them all together. Kind regards, Rasmus I for one would very much welcome your writing the 2nd section, especially if it would include more of the tips you have given above and explain why moving 4 factories is 60% more efficient than moving 3. With perhaps a couple exceptions (and another forthcoming) I don't think I ever used 40K to 50K of rail capacity moving units. On T3, for example, I moved 20 Arm and Veh factories leaving me with less than 30K for moving troops. I moved another 17 or 18 (along with some equipment factories) on each of turns 4 and 5. I agree with you that turns 1 and 2 are the turns to get your units where you want them and I generally did this. But at times Saper's advance was so rapid that I did use more rail than I wanted to get units into position. Examples were the turns (T7 and T8) he moved SE and than East with the AGC panzers and NE and than East with some of the AGS panzers. At the time I had little or nothing between Bryansk/Orel and Kharkov, so I had to rail in a number of units. In hindsight perhaps I should have just let him rampage his way East as there is little worthwhile in that area. But keep in mind that he would have been advancing east at the rate of 15+ hexes per turn and could have turned North or South (or both) at any time to encircle units. Of course, my rail capcity has steadily declined as Saper has captured rail yards. It currently sits at about 120K or less I think. Still I definitely should have been more frugal with my rail usage for my units. I appreciate your tips on how to save rail capacity. With resepect to the Tank/Motorized division reinforcements, are you saying you just let them sit out the war on the eastern board edge until they are converted to Bdes/Rifle divisions? With respect to the shells are you saying that on the first turn you only rail them 85 hexes and then detrain? If so that will still often leave them with a mighty long hike to Moscow. Myself I do not detrain them until the 2nd turn usually in the vicinity of Moscow. I will then attach them to the Moscow MD and let them dig around Moscow while they build up manpower, experience and morale. In previous games I have been able to hold back committing them until they reach a CV of 3. But in this game against Saper I have had to commit them much sooner. I will have to reconsider what I have been doing based on your advice. But in the meantime I would be interested to know what others do with the shells. As for Moscow, yeah it is definitely not secure. Which raises the question, should I use my limited rail capacity to rail units to it's defence or to move out it's industry?
< Message edited by Harrybanana -- 11/30/2012 1:14:42 AM >
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