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My Axis first turn basics

 
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My Axis first turn basics - 10/7/2014 2:20:31 AM   
Ketza


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With 1.08 coming out and a plethora of new games starting because of it (hopefully)I thought I would start a thread on some of my opening moves for information as well as for picking apart by the experts.

I am a big fan of keeping units within HQ range. As most Axis players do I reinforce AGS. Rather then moving a corps from AGC I release 3 or 4 divisions to OKH. You can only do this if you move OKH within range so I rail it down to Poland. If you get some good rolls it should cost less then 10 aps. If you move a whole corps from AGC it messes up the command structure and may cost up to 16 aps in one whack.

When it comes time later in the first turn attack I attach these divisions to Panzer corps in AGS. The 2 Panzer corps in AGS that are active have very strong SUs attached.

I always remember to attach any SUS from the AGC corps first as once they are in OKH you cannot move them. The flamepanzer battalions get attached to a Motorized divisions. The MG and pioneer battalions go to Panzer divisions.




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< Message edited by Ketza -- 10/7/2014 3:31:05 AM >
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RE: My Axis first turn basics - 10/7/2014 2:29:12 AM   
Ketza


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These SUs give the Panzers a little extra punch as well as a little extra to defend with.




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RE: My Axis first turn basics - 10/7/2014 2:31:59 AM   
Ketza


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Next I give the Panzer corps a little extra go juice. Its important to not accidently use your fighters when you do this or over do it with your Ju-52s.




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RE: My Axis first turn basics - 10/7/2014 2:32:42 AM   
Ketza


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Fuel = yum

Do not fly any fighters. You will need them for shooting down the Russians later. Deselect them after you choose the fuel option. Any Soviet fighters that fly will be ineffective.




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< Message edited by Ketza -- 10/7/2014 3:35:05 AM >

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RE: My Axis first turn basics - 10/7/2014 2:32:52 AM   
charlie0311

 

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Why the pz with OKH?

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RE: My Axis first turn basics - 10/7/2014 2:35:49 AM   
Ketza


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That comes later. They will get moved to AGS Panzer corps. Moving them to OKH costs less APS which are at a premium. When you attach them later in the turn they will be free moves.

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RE: My Axis first turn basics - 10/7/2014 2:37:27 AM   
Ketza


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You have one group of J-52s in reserve. Put them in the AGN Luftwaffe group. You will need them here for the next few turns. The AGN Ju-52 groups start off mostly damaged.




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RE: My Axis first turn basics - 10/7/2014 2:41:36 AM   
Ketza


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Before I fly fuel to 4th Panzer group I remove the 2 infantry divisions. I put one in 1st Corp 18th army and 1 in 2nd corps 16th army. I think this saves on the distribution of some fuel for turns 2 and 3 and keeps more gas with the Panzers. Turn 3 you will need every drop you can get.




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RE: My Axis first turn basics - 10/7/2014 2:42:55 AM   
Ketza


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Now fly the fuel in. You don't have that many Ju-52s up here. Use them wisely. As you can see in the corner I still have 14 APS left after moving 5 divisions and several SUs to where they are better organized.




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< Message edited by Ketza -- 10/7/2014 3:45:45 AM >

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RE: My Axis first turn basics - 10/7/2014 2:50:58 AM   
Ketza


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After I fly all the fuel and make my most costly AP moves I adjust the toe of Art, AA and AT support units. Adjusting this downward helps the divisions keep at full strength over time by funneling arms to them instead of the SUs. Here I have adjusted the toe to 75%. Every now and again I will raise or lower this number depending on the overall situation.

With the allied nations I eventually drop their toes down to almost zero.




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< Message edited by Ketza -- 10/7/2014 3:53:59 AM >

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RE: My Axis first turn basics - 10/7/2014 2:55:22 AM   
Ketza


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Here is what I adjust the air screen to. I keep interdiction high on fighters and low on bombers early to try and nab some extra Soviet fighters the first few turns. I crank up interception to shoot down as many Soviet planes as possible turn one.




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RE: My Axis first turn basics - 10/7/2014 2:58:44 AM   
Ketza


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I usually pick my first attack are to be near Swalki along the operational boundries of 9th army and 3rd panzer group. This is where I make my initial penetration to cut off "rout" points. I bring up a sec division and a 9th army division from the rear.

The goal here is to punch a hole and make a corridor for a motorized division to go on a rampage.




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< Message edited by Ketza -- 10/7/2014 4:00:39 AM >

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RE: My Axis first turn basics - 10/7/2014 3:00:55 AM   
Ketza


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Pow right in the kisser! You should make as many attacks along the border as possible with the low morale divisions. Victories are easy and the morale gains are quick.




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< Message edited by Ketza -- 10/7/2014 4:03:07 AM >

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RE: My Axis first turn basics - 10/7/2014 3:04:28 AM   
Ketza


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After 2 attacks the result is pretty good. One retreat and one rout to a rout point that's within a future pocket.




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RE: My Axis first turn basics - 10/7/2014 3:06:03 AM   
Ketza


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So now mop up the forts and hope to shoot down some Soviet planes in the process. 16 here pretty good. If you make the mistake of bombing the airfileds at the beginning of the turn you wont get all these juicy kills for your fighters to build morale and experience.




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< Message edited by Ketza -- 10/7/2014 4:08:08 AM >

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RE: My Axis first turn basics - 10/7/2014 3:09:06 AM   
Ketza


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Now the security boys can mop up the next fort to get a little more exp. Eventually a few sec divisions may be called upon to hold a part of the line. Its always good to get them exp and morale when you can early.




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RE: My Axis first turn basics - 10/7/2014 3:10:55 AM   
Ketza


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Here we have our hole blown open for phase 2 of the breach. This division only got to 57 morale after 4 wins. Kind of a disappointment.




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RE: My Axis first turn basics - 10/7/2014 3:13:27 AM   
Ketza


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Now we move 2 divisions from 20th corp to assault the reserve Soviet tank division. We want a retreat here.




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RE: My Axis first turn basics - 10/7/2014 3:15:35 AM   
Ketza


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We got a retreat and the Motorized division scoots through the gap. Its destination is to rampage around and capture rout points.




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RE: My Axis first turn basics - 10/7/2014 3:19:23 AM   
Ketza


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Red circles are what needs to flip. Black circles are fine rout points. If you attack along the border too early or out of sequence the black circles fill up too soon and units rout to the red circles where you are going to go eventually on turn one. This bounces the Soviet units deeper away and they escape.




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RE: My Axis first turn basics - 10/7/2014 3:22:07 AM   
Ketza


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I usually go ahead and overrun Vilnius without bombing the Airfield first. For some reason this hex is bad for bombing with raids of 80+ Ju-88s only killing 30 or so planes.




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RE: My Axis first turn basics - 10/7/2014 3:25:06 AM   
Ketza


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Here is the end of the 18ths run. Not bad. Now most of the divisions should rout to the immediate east and to the north. Some divisions may even rout to the south where they will wind up in the usual center pocket.




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RE: My Axis first turn basics - 10/7/2014 3:28:04 AM   
Ketza


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86 planes killed after 4 attacks not bad. In the end I look to bag between 3000 - 3400 on average by the end of the turn.




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RE: My Axis first turn basics - 10/7/2014 3:33:30 AM   
Ketza


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Attacking South to north filling up the rout points. You can see where they go usually they are highlighted in red.




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RE: My Axis first turn basics - 10/7/2014 3:39:36 AM   
Ketza


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121st division had its work cut out. Now that the divisions are routed and the fort is gone I stop attacking. I leave hexes with HQs and security regiments for last. I don't want the rout points filling up with garbage units. 121st started with 70 morale. 74 is a nice bump and it may go up more with the last attack on the at unit with the HQ.




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RE: My Axis first turn basics - 10/7/2014 3:48:46 AM   
Ketza


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Initial attacks along AGN. 7 routed divisions and one sec regiment are in rout points in future pockets. Not too bad. The units to the south should be circled as well.




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< Message edited by Ketza -- 10/7/2014 4:50:20 AM >

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RE: My Axis first turn basics - 10/7/2014 4:06:59 AM   
Ketza


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That's all for now. If anyone sees anything that's flat out a bad move please let me know. One never stops learning.

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RE: My Axis first turn basics - 10/7/2014 12:05:04 PM   
morvael


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Remember that only 16-50% of fuel is dropped successfully when the target unit is not in the same hex as (or next to) an airbase unit. Since you don't want to move airbases at the start of turn (because that reduces aircraft availability), it's better to move Panzer Corps HQs next to an airbase, and only then refuel it. That way you will get much more fuel dumps in the HQ for the next turn (at a price of a few MP).

I also try to remind that better than average leaders are crucial to get higher CV in combat as well as more MP per turn - and these things matter most in this game. Attaching SUs is good, but I would first spend APs to reduce corps HQs overload (very bad effect on leader rolls), and to change worst leaders (once again, the first level matters most - corps leaders). Both things might be a bit cheaper in 1.08, so it will be an even better thing to do. SUs can wait a turn or two. For sure they must be used to the max, when attacking strongly defended locations (Leningrad, Sevastopol).

Anyway, a very good idea for a thread (and execution). You made me realize that towns are the rout target locations. Please expand this with a tutorial on how to do a proper opening in the south :)

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RE: My Axis first turn basics - 10/7/2014 12:17:54 PM   
821Bobo


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For the fuel drop you can use army airbases.

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RE: My Axis first turn basics - 10/7/2014 12:47:49 PM   
smokindave34


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I prioritize my AP's early on to replace axis leaders (and make sure all my corps HQ are under command limits as Moravel has said). The Germans have a LOT of excellent leaders sitting on the sidelines early in the war and you can use them to help squeeze a few more MP's and CV out of your units. Even some of the panzer corps leaders are poor (one of the 3rd panzer group HQ in particular) and getting the best leaders in the panzer corps HQ is crucial in my opinion.

Ketza - thanks for the post. Always great to see how others handle turn 1!

< Message edited by smokindave34 -- 10/7/2014 1:50:26 PM >

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