Toidi
Posts: 200
Joined: 8/31/2011 Status: offline
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After Smolensk is passed, any quick advance in the centre much relies on the HQ buildup, at least till rail catch up (still, even with rail, only rested or air supplied divisions may get 40+ mp, otherwise it will be high 20 - low 30 range). Same in the south - he may be just in range of HQ buildup with division which did not cross the river. Once the river is crossed, quite some issues with supplies are present (again once river is crossed expect max around 30 mp for non-rested, non-air supplied units and units which did not have hq buildup previous turn). Best supply situation is in the north around Leningrad area, but there is also the best defensive terrain there. Though in Leningrad 30-40 mp are common for mobile divisions. Sapper aims at getting industry in Dnetropetrovsk (if there is any, if not he may ignore it for a while), than Kharkov, than Stalino. Do not think that any defensive lines will stop Sapper for too long - they will stop tanks (maybe), but not infantry. Garrison Kiev - the rail depots there are significant - and every turn you get them on-line it is probably 10000 rail points. Well worth a lost infantry division (Sapper will probably attack it without encircling anyway, just because of those rail points). In evacuation I would ignore heavy industry and vehicles and evacuate armaments; possibly I would get a single point of any tanks/aircraft production out of those towns in the south (those which do not stop being produced soon and which do not upgrade). If you are almost certain that Moscow will fall,, you can get the critical industry out too - those planes there are quite cheap to evac, and now is good time for them to recover; you will need full swing airforce in '42 - in '41 you mainly need fighters and u2 night planes; those level bombers you have are generally sufficient, tactical bombers need to be used sparingly (perhaps in the night mode only) and manually kept at high morale, so their experience will go up. Generally, you need to do a lot transfer into national reserve and back to keep the planes morale high. Remember that your planes are fighting mostly 99/99 German fighters - and the German planes are a bit better than yours. So to be successful, you need numbers (think 100 soviets vs 20 German planes) and morale/exp as high as possible (you need to aim at least at 50, 60 is nice, anything more is great). If you evacuate enough arm, you can build a very strong infantry heavy army later on. If you lose more than 80 arm points in '41 (at 50 you may start having issues, at 100 issues are severe) you will need to be very careful what kind of units you build and maybe intentionally reduce your army size, so the TOE upgrades will not cripple your armaments pool... In my opinion when your armaments are tight it is better to have 6-7 million army at 100% TOE and high morale than 8-9 millions at 60-70% TOE and not that high morale. Still, the major goal for you in '41 is to preserve your army. If you lose too many units early, the Germans will have local superiority in numbers, when that happens, more encirclements follows, so you lose more men and so on... Also, it is very important to keep your units at as high morale as possible. Remember that if you cut off German mobile units such that HQ is not in range and they cannot trace supply, they are almost certain to lose 1 morale point due to being in bad supply. If you successfully attack them, they will lose 1 or 2 morale points. That applies only to successful mobile units of course, which are above national morale... but in Sapper case, almost all of them should be above NM. Also, attacking tank divisions is priority over attacking other units, as tank divisions need tanks which are always in short supply for Germans. Other units need only armaments. Finally, be very, very careful about your cavalry. Each cavalry unit is worth 3-4 infantry divisions in terms of armaments (those cavalry squadrons are really expensive to build). Note that cavalry, unlike infantry, once destroyed will not get back as empty shell. Still, it is worth to risk cavalry when you can cut off several German units. It is not worth to use them as speed bumps or front-line units - use infantry instead... Finally, against mobile units defend on every river - river crossing with mobile units is very expensive if the hex is in enemy zone of control and attacking over a river is both expensive in terms of mp and bear severe penalties. As Germans, mp-wise - it is almost always better to go around to land bridge than assaulting over a river. Good luck, T.
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