itkotw2000
Posts: 30
Joined: 8/27/2005 Status: offline
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Restarted my campaign, again as Germans. I tried for a more aggressive first turn. Panzer group still try to break out, but I send my infantry divisions to attack wildly on the first turn. Due to first turn bonuses I am surprised what a single infantry division can do. Right now I have stopped my current game on July 20 to write this post, I am about to restart. AGN is doing fine; I holding Pskov for the second turn, but cant get much help to push more (not to Talinn yet). AGC has slammed into a wall just past Minsk again. I now see that AGC only has until July 8 before it turns into a grind (by July 8 Russians are able to counter-attack and defeat single armored or motorized divisions on the front lines). AGS, well AGS just sucks. Supply lines too long, ran out of fuel for a turn. As of July 20th turn I have fuel but it is muddy so nothing is moving. I thought it might be interesting to compare kill/loss numbers ("Casualties sustained - All")(I will write losses as Russian/German) - Turn 22/6 = 126.6k/26.1k Turn 26/6 = 300.2k/42.8k Turn 30/6 = 452.7k/66.2k Turn 4/7 = 611.6k/83.9k Turn 8/7 = 777.7k/95.3k Turn 12/7 = 852.9k/97.7k Turn 16/7 = 903.7k/119.2k Next restart I do, I will set AI speed to fast (I had been playing on AI speed normal), just to see if it makes much difference. Things I have noticed, for good or bad, most strike me as...weird - 1. Infantry units do well against armored units (either Russian or German). In other Barbarossa games, as Germans, I might not throw infantry divisions against Russian tanks. Here, it is less of a problem. Conversely, German panzers seem to take the worst losses from attacking infantry units. 2. Infantry tends to have a high entrenchment value. In plains hexes, infantry automatically get 40 out of 100 entrenchment points. So, in four days an infantry unit can move and create entrenchments that are 40% as strong as the highest imaginable entrenchment. I would imagine 100% entrenchment as barbed wire, bunkers, gun positions, pre planned artillery, that sort of thing. Infantry units automatically are 40% of the way there. *Edit - I guess wire and bunkers could be considered "fortifications". But there needs to be a bigger difference between a unit that entrenches for 4 days or 2 weeks. 3. Bug - maybe not - I moved two panzer divisions one hex into a different army group's zone and they ran out of fuel because that army group was out of fuel (the original AG had tons of fuel). This happened during my turn, not from one turn to the next. In the attached image the two units in question are just off the top of the screen under the "stats" tab. I will try to post an image of AGC's wall they have to break through. [image][/image]
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< Message edited by itkotw -- 11/28/2015 2:13:54 AM >
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