tyronec
Posts: 4940
Joined: 8/7/2015 From: Portaferry, N. Ireland Status: offline
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My first game under v11.1.01 so looking forward to seeing how the new patch works out. The AAR is running one turn behind, hope this works out without impacting the game. Am looking forward to some entertaining debate with my opponent. We are playing all default rules; no bonuses, no para drops, restricted amphib, server game, Sudden Death. Standard opening move. The big change is the air war: I have now started two games and T1 am getting 6-800 less kills. The reason is the degrading of the Romanian TACs and two German ones to Ground Attack. This should also see the Soviet TACs reduced in effect as don't think they have any dive bombers, however the result may be mitigated in their case if they are taking less losses. IMO this is a good enhancement, the two super weapons of the early war were German tanks and Stukas and WITE reflects this well. Strategy. Not much change from the previous version. I will push hard on all fronts and see what opportunities Grognard gives me. Am glad to be playing without the '+1', which rather cramps the Axis freedom of movement. With the increased cost of HQBuildups am planning to spend my APs as follows: T1 - Leaders. I assigned Kluge to OKH and got that twit Jodl again as his replacement but can't be helped. T2 - Reorganising 11th Army, infantry out of Pz. and overloaded Corps, Leaders T3 - Probably more leaders T4 onwards - Perhaps 1 HQB a turn on average, SUs to the right places, Leaders Also need to consider how best to organise my Pz. Corps to make best use of the HQBs. Have noticed some players assigning security divisions out of AGN/C/S, am not doing this and unsure if it is worth the APs
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