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2x3+ Team Side Game - BOTH SIDES

 
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2x3+ Team Side Game - BOTH SIDES - 9/6/2017 3:11:05 PM   
Telemecus


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2by3+ Team Game - This thread is for use by both sides

The sign up thread for this game can be found at http://www.matrixgames.com/forums/tm.asp?m=4340173
- we continually need new players as replacements for when current players have to drop out so do add your name there to be on the reserves list and it will not be long before you will be invited to join the game.

The sign up thread will also be used to
-keep an up to date players list
-be where players saying they are vacating their position when they can no longer continue
-post any rule changes

There is also a very good AAR covering just the North Axis in 1941 by Crackaces here http://www.matrixgames.com/forums/tm.asp?m=4360475

While we are waiting for the Soviet team to set up the game file thought I might ask you to see this video https://www.youtube.com/watch?v=U_Z6tv7cQmM and tell me which of the Nazi Generals are you?

< Message edited by Telemecus -- 7/15/2019 10:11:41 PM >
Post #: 1
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/6/2017 8:35:29 PM   
KenchiSulla


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I see the Kremlin.....

_____________________________

AKA Cannonfodder

"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor

(in reply to Telemecus)
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RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/6/2017 8:39:14 PM   
Crackaces


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quote:

ORIGINAL: KenchiSulla

I see the Kremlin.....


"They crossed over the border, the hour before dawn.." Al Stewart Roads to Moscow

_____________________________

"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"

(in reply to KenchiSulla)
Post #: 3
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/6/2017 8:42:58 PM   
WingedIncubus


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Fascists are like cats. All we need to do is to tear down their glass cannons, leave them defanged, and let their carcasses lay dying on the roads to Moscow.

< Message edited by Drakken -- 9/6/2017 8:43:40 PM >

(in reply to Crackaces)
Post #: 4
RE: 2x3+ Person Team Game - THREAD FOR BOTH SIDES - 9/14/2017 3:41:14 PM   
Telemecus


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What is this war talk, we are not at war! Those rumours that we are massing on the border are all lies!

Axis Turn 1 plans Communication for the Axis Team

I propose we try to get turn 1 done quickly now, and use the time while the game is back with the Soviets to organise ourselves better and decide our longer term approach. I know this is the reverse of how you would expect it done. But turn 1 is special and you may already have your own worked up plans. If this is so we can build on those and knit them together to do this first turn. In future turns we may do a bit more structured top down approaches.

Just as a first stab could North, Centre and South depict on a picture of the map where they would propose to advance through during the first turn and where they would make pockets in their likely respective areas. Also South to indicate whether Rumanian forces would be unfrozen on this turn, next turn or the turn after. I can send you a picture of the map if it would help, or better still to our team dropbox if that is up. Are you OK using some simple program like paint to draw a few arrows and circles?

Will you use rail cap in turn 1? It is possible to bring up rear units (L corps, 9th army etc) by rail to fight the border battles and let the frontline troops go further before fighting. But if all do that we would need to choose who gets what rail cap. Let me know if you intend to rail any units on turn 1.

This is really to establish where our rail repair units should go, whether there should be reassignments or "lending" units from one army group to another, and to work out who will be bombing which airfields. I will take this to make our first allocations for turn 1, which I can explain more about then. I will also go through more about the things we have to do to work as a team.

I have a self-denying ordinance that I will not be doing any combat missions myself. So this will mean all air missions have to be allocated to ground commanders. But I can still be involved in air work by air transferring units between commands. But if I do I could be mucking up something you have already prepared. Basically need to know whether to leave things as they are air wise - or prep it a little. Do you have your own air bombing plans?

Also are there other roles you are interested in doing in addition to your ground position? Let me know your suggestions?

< Message edited by Telemecus -- 7/15/2019 10:12:01 PM >

(in reply to WingedIncubus)
Post #: 5
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/14/2017 3:46:49 PM   
HardLuckYetAgain


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quote:

ORIGINAL: Telemecus

SparkleyTits is the Axis team manager.



Who wouldn't VOTE for anyone called "SparklyTits" as a manager ;-) I have to laugh every time I read that name.

_____________________________


(in reply to Telemecus)
Post #: 6
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/14/2017 3:55:21 PM   
WingedIncubus


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quote:

ORIGINAL: Telemecus

SparkleyTits is the Axis team manager.

Soviet team - let us know who is yours.


We do not need some "team manager" tyrant to dictate to us how to manage our war. Our system is a pure collectivist one where everyone's equal and thus responsible for the defence of the Motherland. This is why we will succeed: All for one, one for all.

(in reply to Telemecus)
Post #: 7
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/14/2017 4:01:16 PM   
SparkleyTits

 

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Well it might help me coordinate the turn time table and know who is busy when etc and for general efficiency of time management if I just have to speak to one person who relays all the internal messages as I do the same to my merciless team members

Russia hierarchy is cumbersome, inefficient and shall soon crumble to facism anyways with such archaic systems in place

I look forward to crushing your system under the precision of my well placed boot

(in reply to WingedIncubus)
Post #: 8
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/14/2017 4:45:41 PM   
Crackaces


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quote:

ORIGINAL: Drakken


quote:

ORIGINAL: Telemecus

SparkleyTits is the Axis team manager.

Soviet team - let us know who is yours.


We do not need some "team manager" tyrant to dictate to us how to manage our war. Our system is a pure collectivist one where everyone's equal and thus responsible for the defence of the Motherland. This is why we will succeed: All for one, one for all.


To the meaningless Russian idealisms: Collectivism, Socialism, and Equality, we propose the three German realities: Infantry, Armor, and Artillery... (Or something like that ..:) )

_____________________________

"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"

(in reply to WingedIncubus)
Post #: 9
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/14/2017 6:32:16 PM   
Neogodhobo


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quote:

ORIGINAL: SparkleyTits

Well it might help me coordinate the turn time table and know who is busy when etc and for general efficiency of time management if I just have to speak to one person who relays all the internal messages as I do the same to my merciless team members

Russia hierarchy is cumbersome, inefficient and shall soon crumble to facism anyways with such archaic systems in place

I look forward to crushing your system under the precision of my well placed boot



Dont worry, we will have a Molotov to your Ribbentrop, Germans.

(in reply to SparkleyTits)
Post #: 10
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/14/2017 6:41:27 PM   
Sardaukar


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quote:

ORIGINAL: Crackaces


quote:

ORIGINAL: Drakken


quote:

ORIGINAL: Telemecus

SparkleyTits is the Axis team manager.

Soviet team - let us know who is yours.


We do not need some "team manager" tyrant to dictate to us how to manage our war. Our system is a pure collectivist one where everyone's equal and thus responsible for the defence of the Motherland. This is why we will succeed: All for one, one for all.


To the meaningless Russian idealisms: Collectivism, Socialism, and Equality, we propose the three German realities: Infantry, Armor, and Artillery... (Or something like that ..:) )


Itäs in my signature....

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to Crackaces)
Post #: 11
RE: 2x3+ Person Team Game - THREAD FOR BOTH SIDES - 9/14/2017 7:35:28 PM   
Telemecus


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Sardaukar is the longest continuously serving Soviet commander in the other team game - so can give you all those veteran old war stories of how it has been in the day!

North Axis Turn 1 Plans

quote:

ORIGINAL: Crackaces
It has become apparent that General Von Both was observed by Gestapo eating borsch at the town of Tilsit. He tried to cover up his deed by quickly dumping a bratwurst into beet soup but pictures clearly show his political leanings toward bolshevism. It is the recmmendtion of Army Group North to quickly replace "comrade" Von Both with Walter Model as quickly as possible.
It is also known that General Von Chappus was seen putting caviar on his Weiâwurst ... he will need replacement at sometime in the future.

(I am thinking at some future time to take the Infantry corps attached to the Pz Group and attach 2 more to Von Chappus Corps but with a new commander ..)
Army Group North

Be assured that all is possible with the means you will be given. But Von Both has friends in Berlin - replacing him costs politically and so may not be possible immediately. Model is an able and ambitious general - but also one who incurs envy. Promoting him before others who have already earned the place will leave plenty wanting to take his ratings down a peg or two. It would be a bold move. But the rumours in Berlin are that Model will be getting his promotion in the normal way of things before the end of the year. Giving another role in preparation for a higher one may be the politic thing to do.




quote:

ORIGINAL: Crackaces
I think I can get a division from XXVI corps next to Ventspils ..

I have no plans to take Riga turn 1 (Follow up inf to take likely XXVI Corps) but will establish units across the Dauvaga ... I Corps to follow LVI Corps with a goal of threatening Pskov turn 3


quote:

ORIGINAL: Crackaces
I am finding that with Jg I and pioneers as SU and the HQ there to devote art .. 66% probability of success. N=6 with this configuration. That means twice Riga held and I lost PZ IIs ...that might be better to run over NKVD ..
The Infantry supported with pioneers and art have not failed ... Y
The price .. The Soviets get to ship in stuff .. more to destroy ..


Crackaces - very thorough! important thing is you seem to be prioritising clearing rail repair routes over pockets - I approve! means we already have good starting points for rail repair.

quote:

ORIGINAL: Crackaces
The big objective is to clear the Russkies from the two rail lines at least 6 hexes deep from the border .. and get I Corps as deep as possible as I diagramed that should form a Courtland pocket in the center


Or even more ...

An FBD on friendly controlled hexes needs only 11 or 12 MPs to repair 6 hexes of rail, but on hexes that are flipped to our control in turn 2 it will need more. There might be some doubling up of FBDs on repairing the same rail line, but still worth thinking if they will have enough MPs to convert 6 rail hexes in turn 2 if they need more than 1 MP just to move to that hex.

< Message edited by Telemecus -- 7/15/2019 10:12:23 PM >

(in reply to Sardaukar)
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RE: 2x3+ Person Team Game - THREAD FOR BOTH SIDES - 9/19/2017 9:41:33 AM   
Telemecus


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Centre Turn 1 Axis Plans A suggestion provided by me at the request of the centre commander



For this suggestion
i) You need rail for four units, 2 infantry from 9th (as indicated) and 2 from VII
ii) You do take Brest Litovsk, but using 4th army
iii) Rail line to Kaunas cleared and protected from ZOC, FBD there protected
iv) South, which has XXIVPz, is responsible for ZOCing Luninets junction after your go
v) II with good infantry moves with no combats past Kaunas after your go - but I have to recheck if this is North's plan from earlier post
If North or South go before you, they may need to ask you do such movements for them

< Message edited by Telemecus -- 7/15/2019 10:12:43 PM >

(in reply to Telemecus)
Post #: 13
RE: 2x3+ Person Team Game - THREAD FOR BOTH SIDES - 9/20/2017 11:59:12 AM   
Telemecus


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quote:

ORIGINAL: KenchiSulla
Excellent sketch... I'm the last one with the anger issues...


Turn 1 Axis South Plans
quote:

ORIGINAL: KenchiSulla
I've posted two options as Crackaces had a nice suggestion. Either way, I request an additional PzC from AGC as it doesn't really need it to destroy Western Front.... And AGS needs it to threaten the Southern Industry as soon as possible




The Panzer corps would need to be returned to Centre at the Eastern end.

Option 1 would mean the FBD could not rail repair out of Rumania until turn 3. And the rail repair out of South poland is not that useful to get to southern industry. It can be railed North to repair one rail hex (every little helps there) and then be back on the Rumanian front in turn 3.

quote:

ORIGINAL: KenchiSulla
AGS Air I prefer to handle myself.


quote:

ORIGINAL: KenchiSulla
One of my goals for 1941 will be to get AGA and B... That should help with command penalty issues for the summer 1942 campaign...


< Message edited by Telemecus -- 7/15/2019 10:13:00 PM >

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RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/21/2017 3:50:48 AM   
Neogodhobo


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.

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RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/21/2017 3:52:42 AM   
WingedIncubus


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To every Soviet player, make sure you are ALL shared access with the Dropbox. There is only one Dropbox for all players.

I will begin looking at the Turn tonight, but I have just arrived home and it is almost midnight. Expect Central to be done tomorrow.

< Message edited by Drakken -- 9/21/2017 3:53:19 AM >

(in reply to Neogodhobo)
Post #: 16
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/21/2017 3:53:28 AM   
Neogodhobo


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.

< Message edited by Neogodhobo -- 9/21/2017 3:57:24 AM >

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RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/21/2017 3:59:04 AM   
WingedIncubus


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I am getting a runtime error when I attempt to run the save file. Are you all on v1.11.00?

Nevermind, solved the issue.

< Message edited by Drakken -- 9/21/2017 4:01:59 AM >

(in reply to Neogodhobo)
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RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/21/2017 4:02:20 AM   
Neogodhobo


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RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/21/2017 4:03:43 AM   
Neogodhobo


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CITIZENS OF THE SOVIET UNION:

The Soviet Government and its head, Comrade Stalin, have authorized me to make the following statement:

Today at 4 o'clock A.M., without any claims having been presented to the Soviet Union, without a declaration of war, German troops attacked our country, attacked our borders at many points and bombed from their airplanes our cities Zhitomir, Kiev, Sebastopol, Kaunas and some others, killing and wounding over 200 persons.

There were also enemy air raids and artillery shelling from Rumanian and Finnish territory.

This unheard of attack upon our country is perfidy unparalleled in the history of civilized nations. The attack on our country was perpetrated despite the fact that a treaty of non-aggression had been signed between the U.S.S.R. and Germany and that the Soviet Government most faithfully abided by all provisions of this treaty.

The attack upon our country was perpetrated despite the fact that during the entire period of operation of this treaty the German Government could not find grounds for a single complaint against the U.S.S.R. as regards observance of this treaty.

Entire responsibility for this predatory attack upon the Soviet Union falls fully and completely upon the German Fascist rulers.

At 5:30 A.M.-that is, after the attack had already been perpetrated, Von der Schulenburg, the German Ambassador in Moscow, on behalf of his government made the statement to me as People's Commissar of Foreign Affairs to the effect that the German Government had decided to launch war against the U.S.S.R. in connection with the concentration of Red Army units near the eastern German frontier.

In reply to this I stated on behalf of the Soviet Government that, until the very last moment, the German Government had not presented any claims to the Soviet Government, that Germany attacked the U.S.S.R. despite the peaceable position of the Soviet Union, and that for this reason Fascist Germany is the aggressor.

On instruction of the government of the Soviet Union I also stated that at no point had our troops or our air force committed a violation of the frontier and therefore the statement made this morning by the Rumanian radio to the effect that Soviet aircraft allegedly had fired on Rumanian airdromes is a sheer lie and provocation.

Likewise a lie and provocation is the whole declaration made today by Hitler, who is trying belatedly to concoct accusations charging the Soviet Union with failure to observe the Soviet-German pact.

Now that the attack on the Soviet Union has already been committed, the Soviet Government has ordered our troops to repulse the predatory assault and drive German troops from the territory of our country.

This war has been forced upon us, not by the German people, not by German workers, peasants and intellectuals, whose sufferings we well understand, but by the clique of bloodthirsty Fascist rulers of Germany who have enslaved Frenchmen, Czechs, Poles, Serbians, Norway, Belgium, Denmark, Holland, Greece and other nations.

The government of the Soviet Union expresses its unshakable confidence that our valiant army and navy and brave falcons of the Soviet Air Force will acquit themselves with honor in performing their duty to the fatherland and to the Soviet people, and will inflict a crushing blow upon the aggressor.

This is not the first time that our people have had to deal with an attack of an arrogant foe. At the time of Napoleon's invasion of Russia our people's reply was war for the fatherland, and Napoleon suffered defeat and met his doom.

It will be the same with Hitler, who in his arrogance has proclaimed a new crusade against our country. The Red Army and our whole people will again wage victorious war for the fatherland, for our country, for honor, for liberty.

The government of the Soviet Union expresses the firm conviction that the whole population of our country, all workers, peasants and intellectuals, men and women, will conscientiously perform their duties and do their work. Our entire people must now stand solid and united as never before.

Each one of us must demand of himself and of others discipline, organization and self-denial worthy of real Soviet patriots, in order to provide for all the needs of the Red Army, Navy and Air Force, to insure victory over the enemy.

The government calls upon you, citizens of the Soviet Union to rally still more closely around our glorious Bolshevist party around our Soviet government, around our great leader and comrade, Stalin. Ours is a righteous cause. The enemy shall be defeated. Victory will be ours.





( Huh....sorry for all those dot message, dont know how that happened... )

< Message edited by Neogodhobo -- 9/21/2017 4:14:54 AM >

(in reply to Neogodhobo)
Post #: 20
RE: 2x3+ Person Team Game - THREAD FOR BOTH SIDES - 9/21/2017 9:20:03 AM   
Telemecus


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quote:

ORIGINAL: Neogodhobo
killing and wounding over 200 persons.


Only 200 - that is insulting our air force!

quote:

ORIGINAL: Drakken
To every Soviet player, make sure you are ALL shared access with the Dropbox. There is only one Dropbox for all players.


Soviet team should remember to save all their gos to that one dropbox

To All the Axis Team
KenchiSulla, Crackaces, you may want to check the action on the boundaries works for you. In particular two of the pockets are on the command boundaries.

KenchiSulla, in particular does the use of one of your motorised to ZOC the railway junction at Luninets fit in with your plan?

All, I am leaving all air work to you as indicated. You will probably need to improvise and think of the others while you go in that case. For instance Crackaces has most if not all the tac air, if we do not tell him otherwise he can use it all as he sees best.

Team Protocol

Posted on our forum so that others can comment, improve or maybe use in future. This an update on the version for the Axis side in the other team game. There was a discussion there of why a set of "team rules" is needed - and why the game is not set up for a team side even if superficially it seems so.

[Team - some typo corrections and additions made to Supreme Commander Go at start and end from the version you saw earlier]

quote:

A fallback default process for co-ordinating a team rather than replacement of common sense and communication - and not meant to impede fun. More to empower each player to make decisions on their own knowing what they can do and what others will do rather than make every decision rely on Supreme Commander or committee.

Definition of Command and Control

Control - can move (but not air transfer airgroups), HQ Buildup, conduct attacks/missions, toggle day/night missions and toggle fighter/bomber missions
Command - can reassign their command (air transfer for airgroups), change leaders, and, unless otherwise stated, control

-Where an airbase contains airgroups under a different control or command, the airbase cannot be moved until the airgroup is air transfered out by it's commander or they decide not to do so, it's controller decides not to use it that turn, or the mission for which control or command has been reassigned is complete/ no longer applies
-Airgroups controlled by another which are on nights only cannot be used (i.e. night missions which might use it must manually select airgroups)
-Airgroups controlled by another which are on days should be avoided from use where there is an option for manual selection, unless their controller/allocations say so
-Airgroups controlled by another which are on days missions setting can be used where there is no option for manual selection (e.g. fighter interception)

(An alternative to manually selecting airgroups for missions is changing the day/night settings for your others airgroups so they cannot be used in your air mission, conducting the air mission with automatic selection, and switching those day/night settings back again)

-SUs cannot be assigned "To" a unit where that means an SU can be pulled down from OKH without allocations saying so
-SUs can be assigned "From" an HQ/direct assignment in your command (as there is no possibility of assigning one from OKH HQ instead)

Sequence of Play

1 Before Turn Starts

1.1 Other Commanders notify, at their option, requests (and reasons). In particular they may want to indicate any HQ Buildups, need for air transport, placing of airgroups on day/night missions at start, SUs, etc.

1.2 Supreme Commander allocates, in draft or final, to each Commander
-Their go in the sequence for that turn, which can be altered by the team manager
-Maximum points they can spend
-Maximum rail cap they can use
-Which units are in their command, can assign to their command, and which in their command they cannot reassign, must reassign or can disband
-Which units in another command they can control
-Instructions on specific units or leaders
-Which airgroups in their command they cannot send to national reserve, do not control, or can swap equipment of
-Which airgroups not in their command they can assign from national reserve, transfer to their command, or control
-Which leaders not in their command they can appoint to within their command - as there are so many the list will not be exhaustive
-Geographic boundaries between commands and any instructions to co-ordinate along it

Allocations can also include instructions for all, and other notes and intelligence

If in draft then back to 1.1

After finalised, given new opportunities or emergencies, a contingency could be drawn on or a re-allocation made during the turn - but this might be impossible

1.3 Supreme Commander may also post on rail repair routes, long term strategy, force dispositions, and guidance - which may be referenced in this protocol

2 Supreme Commander Go at start

2.1 Supreme Commander may
-make leader appointments
-reassign units
-send airgroups to reserve, disband or manual swap
-set replacement/autoswap settings for airgroups
-set day/night missions for airgroups
-set fighter/bomber missions for fighter-bomber airgroups
-set a default air doctrine

2.2 Supreme Commander may take on map actions which can include (unless house rule states otherwise)
-air transfering airgroups
-air operations
-requests from other Commanders
-strategic transport of arrivals
-rail repair

3 Other Commanders Go
Other Commanders take turns in the sequence given in allocations, or as agreed with team manager

Ground commanders have the OBLIGATION to carry out the land operations of their command and
-first switch to day/night missions their airgroups as they want for their go
-last switch to day/night missions their airgroups as they want for others go
-conduct air operations best done with land operations
-all actions to fulfill long term strategy and force dispositions at least cost
and, within their geographic boundary, includes
-rear operations such as garrisoning and anti partisan
-protecting neighbouring commands flanks and boundary operations as per 1.2
-rail repair with FBDs under their control, following team directed routes if any

Ground Commanders are RESTRICTED to not
-use units of another command without control handed to them by other Commander or in allocations
-exceed allocations, or transfers from other Commanders
-conduct auto night missions, and avoid auto day missions, which could include airgroups controlled by another Commander
-select manually airgroups not in their control
-not to move airbases with an airgroup commanded or controlled by another Commander (see Command and Control above)
-not to end a turn with on map units outside their boundary where the Commander for that area would be prevented from stacking the units they would want there (use common sense and warn others if you need a special spot for stacking)
-reassign units in their Command to another without their say so (i.e no unexpected command penalties)

Ground Commanders CAN, at their option, do anything else including and also
-adjust air doctrine, except city/ground/airfield attack (which cannot be adjusted back again), but must return to default setting at end of go
-conduct long range air operations
-auto missions using airgroups controlled or commanded by other Commanders where manually selecting airgroups is not possible
-re-assign any unit within their command to any where else in their command or to main high command
-assign any unit from main high command which they have assigned to main high command in the same turn
-assign leaders from within own command or allocated
-adjust settings such as max ToE, refit/reserve/ready, auto SU level support/ lock, airgroup replacement/autoswap/autoupgrade, but you must also notify Supreme Commander as they may otherwise adjust the setting without knowing you wanted it. The Supreme Commander has final say on these.

When commanders cannot complete their go because of real life or because they need another Commander to carry out some actions first they can give control of units to commanders who come sequentially after them with or without instructions for how to use them for that turn, or ask for a further go after another commander has taken their go if the Team Manager agrees

4 Supreme Commander Go at end

4.1 Supreme commander takes actions for any unit (unless house rule states otherwise)
-not in any other command (e.g. rear area unassigned garrisons, arrivals)
-in a command at their request
-further air operations
-makes final airbase moves which are
i) preceded by further airgroups to reserve, disband or swap
ii) together with any more airgroup air transfers
iii) followed by assignments from national reserve

4.2 Supreme Commander finally may
-make leader appointments
-reassign units
-adjust replacement/autoswap settings for airgroups
-adjust day/night missions for airgroups
-adjust fighter/bomber missions for fighter-bomber airgroups
-adjust air doctrine
-set SU auto support level settings and locks, and remove SUs from direct assignment
-adjust unit status to or from refit/reserve/ready
-adjust units Max ToEs
-set production settings


It is a work in progress and meant to be useful to all commanders. As such it will be simplified or added to as the need arises.

Future Disposition of Forces
As promised to the team a note on future disposition of forces. Comments and suggestions welcome from the team and others. This is to
-give a record for future commandeers who join the team
-avoid needless spending of points (e.g reassigning a unit this turn when it is going to be reassigned to another commander next turn etc). By knowing (probably) what will happen across commands in future this can be avoided.

Ground commanders are in charge of their respective areas, the Supreme Commander will only get involved where something affects others or the whole team. It could be useful for ground commanders to know the Supreme Commander policies so that they can make their own plans fit in.

Objective
Aim is to give a chain of command with
-no/few command penalties and/or battle penalties
-maximum number of levels of command for each unit
-HQs least distance from units on average
-with least points used to do it

As always because not everything is possible choices have to be made.

Arrivals Allocation

On Map arrivals will be allocated by Supreme Commander
-not to where there are critical points - instead boundaries between Commands will be shifted allowing forces already at front to concentrate where needed
-to where there is spare command capacity in corps and armies
-units with a withdrawal date usually south
-mountain/light units more often to the south
-cavalry and sub-divisional units where they can best be used as
i) reserve activators
ii) garrisons (to avoid other German combat divisions as summer garrisons)
iv) frontline RHG commanded combat (when there is little other command capacity)

The German army in 1941 has twelve field armies/panzer groups that can command 144 divisions when not broken down without a command penalty - but there will be more than 144 divisions and it can be difficult to find a good slot for arrivals. There are two corps independent of army command which means an additional 8 divisions can be fielded without a battle penalty or command penalty. Assigning these to an army can be done for no points and give their units an extra level of command - but the German army overall will have fewer penalty free slots for their units. The RHGs, I think, can take sub-divisional or cavalry units as well as security - so they could be used too but there are other issues with them.

By contrast the minor allies have enough HQs for their units plus spare slots in 1941. There is no reason not to assign German units to minor allied HQs. Finnish commanders for instance are very good, and even the worst southern axis ally commander can have better ratings checks than a very overloaded German commander. Ground commanders may also appreciate being able to mix minor allies with German units to avoid vulnerable concentrations of weaker units. And stacking minor allies with German units to give them victories is a way of "training" them and their commanders up.

Ground commanders are responsible for the assignments within their command, but can indicate to Supreme Commander how they could most easily accomodate arrivals without penalties.

Withdrawals

Coming up to a withdrawal date there is the possibility of choking replacements to the unit. However there is a danger that units even on refit up to a withdrawal will have a ToE that is too low, and spend an extra turn being supplied and on refit in Germany to a much higher ToE level. Where this might happen the Supreme Commander might reassign a unit out of a command, or otherwise instruct on its location to avoid this happening.

Timetable
Good weather 1941
-Cities garrisoned where this reduces partisans
-Security divisions in 101RHG and 102RHG are reassigned first to OKH before they are split up indefinitely to regiments (costs fewer points that way)
-As German security on garrisons north of the Southern axis no move line get used up, German security units south of the line will be moved north - South Commander will be responsible for their garrisons and may, for instance, use minor allied units for the purpose
Change of season 1941
-Units which will be withdrawn from the front for wintering will be used as garrisons, not sent to Poland/Germany. Some may be reassigned direct to OKH.
-Summer garrisons which are replaced can be used in front/digging etc. during winter - they might get mauled in combat but they do have all of next summer to recover - any German security unit can be assigned to 103RHG if it is just to get rid of a battle penalty
-Fronts with less future potential can go static e.g far North
-An army is transfered from AGC to AGN - and with 102RHG empty of units then AGC leader ratings are effective so they can get a good leader (points allowing)
Spring 1941
-Security etc return to garrison, winter garrison return to front/ assigned to commands etc.
AGS split
-103 RHG remains assigned to OKH, rest assigned to AGA/AGB (if this is how version 1.11 still does it)
-Rumanian armies into southern of the two groups, Hungarian armies into the northern one of the two groups
-AGA and AGB get good leaders
Later
-8th army arrives and is assigned to North/Centre (replaces 2pz?)
-12 army/Army Grp E etc arrives - God only knows if we get to that!

Manpower
ToEs/Refits will usually be set to prioritise manpower to where they will be most experienced and to onmap units rather than SUs. The aim for the bad weather at the end of 1941 is to have as few on map units depleted/unready as possible by the new campaigning season.

Support Units
Ground Commanders can reassign SUs in their command, and, for most turns and for most types of SUs, allocations for them will also be made for those in OKH HQ as well. However the Supreme Commander still has final say on SU support levels and locks, and can (rarely) remove SUs from direct assignment to ensure the best distribution between all commands of SUs.

SU locks and levels

Generally the Supreme Commander will leave HQs unlocked and support levels set so that SUs travel up to High Command.
This means
i) SUs will aggregate in High Command HQs such as OKH (which will be left on rails). The transport costs of these can easily reach 100,000+ - more than a field army, and will not need to be supplied far from the railhead or moved over ground. Ideally ground commanders should try to assign down SUs in their army commands which are not on rails first which means doing that "from" those army HQs rather than "to" the units which prioritises the highest levels (i.e. OKH) first.
ii) There are stochastic economies as the chances you can assign the SU you need are higher if they are pooled in one place accessible to all
iii) There is no need to make a split between different commands of all but a few classes of specialist SUs - there will be more than enough ordinary artillery, say, for every commander with a surplus left over (at least to begin with)
iv) Ground commanders can assign SUs only before any combat in which SUs could be committed or at the end if they are likely to be attacked by Soviet units. This would mean only those that will potentially be used are assigned down, and fewer vehicles are used to transport SUs. [Ground Commanders do not need to assign SUs down to all their HQs at the start of each turn - assigning them "just in time" works just as well, even though that magical teleportation system of the game does not reflect historical reality.]

However this does mean more micromanagement as SUs that are wanted have to be assigned down to each HQ each turn. If ground commanders do not want this they can ask Supreme Command either to leave the HQs they want locked, or Supreme Command to assign down SUs to that HQ at the start of the turn in line with that commanders request.

Construction and Pioneer SUs

However HQ support level will be locked to keep out or in construction units or pioneers e.g.
-turn 1 until construction units go "on map": any corps with less than 2 construction units or army with less than 3 will be locked to keep construction in army groups/high commands where they can be used for rail repair. RHG commands when empty of security units may be used to hold construction SUs for localised auto rail repair.
-when fort construction by units becomes a priority: lowest level HQs in critical areas will be locked when they have more than 2/3 construction etc.
Points may have to be used to reassign construction units/pioneers.

Direct Assignment

Motorised SUs should be prioritised over non-motorised of the same type for direct assignment to motorised units in order to economise on vehicle use

Withdrawing SUs

SUs that withdraw should be used first. The Supreme Commander may assign these down at the start of every turn, or else Ground commanders can assign these first.

Manpower

Further guidance for other commanders

Ground commanders can choose which units should be on refit or have their ToEs choked - but should tell the Supreme Commander as those settings may be copied over without noticing. Supreme Commander though has final say to give the best manpower allocation across the team.

Generally the following will be prioritised for refit
-Motorised, mountain and cavalry divisions
-High morale or elite infantry
-Units more than 10 hexes from an enemy unit
-Units with morale higher than experience
but if the unit has a withdrawal date coming up, or is in contact with or may be in contact with the enemy this may mean it will not receive a refit

Generally the following will have their ToEs choked
-Units with a withdrawal coming up
-Units with morale below national morale
-Units with experience above their morale
-offmap units where replacements will reduce the readiness or leave depleted onmap units

< Message edited by Telemecus -- 7/15/2019 10:13:24 PM >

(in reply to Neogodhobo)
Post #: 21
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/21/2017 2:05:04 PM   
Neogodhobo


Posts: 502
Joined: 8/17/2017
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quote:

ORIGINAL: Telemecus

Only 200 - that is insulting our air force!




200 civilians -_- and the text is historical haha

(in reply to Telemecus)
Post #: 22
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/22/2017 3:39:59 PM   
Crackaces


Posts: 3858
Joined: 7/9/2011
Status: offline
"And all that I was able to see ..the fire glowing red silhouetting the smoke on the breeze .."



_____________________________

"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"

(in reply to Neogodhobo)
Post #: 23
RE: 2x3+ Person Team Game - THREAD FOR BOTH SIDES - 9/24/2017 1:05:14 PM   
Telemecus


Posts: 4689
Joined: 3/20/2016
Status: offline
Soviet team get their anti aircraft guns ready



< Message edited by Telemecus -- 7/15/2019 10:13:47 PM >

(in reply to Crackaces)
Post #: 24
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/24/2017 1:30:15 PM   
Crackaces


Posts: 3858
Joined: 7/9/2011
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Any timeline for the turn ?

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"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"

(in reply to Telemecus)
Post #: 25
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/24/2017 5:45:52 PM   
Psych0


Posts: 212
Joined: 8/6/2017
Status: offline
Telemecus, maybe it's not AA but a light mortar unit

(in reply to Telemecus)
Post #: 26
RE: 2x3+ Person Team Game - THREAD FOR BOTH SIDES - 9/24/2017 6:21:50 PM   
Telemecus


Posts: 4689
Joined: 3/20/2016
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quote:

ORIGINAL: Psych0
Telemecus, maybe it's not AA but a light mortar unit


The commander with the binoculars doing the range finding has a very poor sense of direction.


< Message edited by Telemecus -- 7/15/2019 10:14:02 PM >

(in reply to Psych0)
Post #: 27
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/24/2017 6:42:06 PM   
Crackaces


Posts: 3858
Joined: 7/9/2011
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quote:

ORIGINAL: Telemecus

quote:

ORIGINAL: Psych0
Telemecus, maybe it's not AA but a light mortar unit


The commander with the binoculars doing the range finding has a very poor sense of direction.



Maybe the aiming stakes are on a big hill ;)

_____________________________

"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"

(in reply to Telemecus)
Post #: 28
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/24/2017 7:05:16 PM   
Neogodhobo


Posts: 502
Joined: 8/17/2017
Status: offline
They are probably practicing shooting down paratroopers.

(in reply to Crackaces)
Post #: 29
RE: 2by3+ Person Team Game - THREAD FOR BOTH SIDES - 9/24/2017 7:34:27 PM   
Crackaces


Posts: 3858
Joined: 7/9/2011
Status: offline

quote:

ORIGINAL: Neogodhobo

They are probably practicing shooting down paratroopers.



All in vain ... Germans no try that anymore after Crete except for special missions ;)

_____________________________

"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"

(in reply to Neogodhobo)
Post #: 30
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