Neogodhobo
Matrix Hero

Posts: 502
Joined: 8/17/2017 Status: offline
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Hello everyone. Turn 12 is now in our hands and the situation is bad. The enemy has completely encircled Moscow, and along with it, our very first Guards Rifle Division. Although, we are going to start receiving a lot of reinforcement in the next few turns, including this turn. Now that Moscow is encircled, we have a two options in front of us. We can, fight as much as we can and risk many more encirclement. Or Retreat to the Yaroslavl - Gorky line and defend the whole river. If we choose to retreat to defend the River, I was thinking of having all the troops near Moscow to fight, while all the reinforcement for the next 2 turn can go to defensive position along the river, and then get all the remaining forces ( around Moscow) to retreat to the river after the 2 turns. After the River is secure, we would send all reinforcement for the next few turns to the Southern and Northern Front. This is the route I am aiming to go but I am open to suggestion. So if you have anything in mind, please be vocal about it. We will also welcome a new central commander, lastkozak. He his rather new to the game so dont hesitate to help him out and lastkozak, dont hesitate to ask any question here. All commanders please Follow the Air Marshall's instruction about how to conduct air warfare wich I will list below. HOW THE TURNS ARE NOW GOING TO WORK : 1-Supreme Commander 2-Air Marshall - 3-Central Commander - 4-Northern Commander - 5-Southern Commander - Air Marhsall 6-Supreme Commander. TIPS AND ADVICE FROM KRATSCH Some suggestions and learning points: - try not to stack units from different armies/fronts. The will get a hefty CV deduction for C&C mess up. - keep HQs within 5 hexes of their units as much as possible. - send routed units as far as possible backwards. If they are > 10 hexes, they get a morale bonus if on refit. - shell new divisions coming onto the map need to be placed into refit mode, as they often after very very understrength. In an ideal world, they would stay back and train for a few weeks, but we don't have that luxury. - try to have some armour/cav units in 2nd/3rd line on reserve modus with as many MPs left as possible. They are great force multipliers to frontline units. AIR POINTERS Regarding air then a few pointers: 1) NA 2) If you ever attack anything, bomb the hex twice beforehand. 3) Keep airbases around 5 hexes behind your front line, unless it is clear that that area will be overrun in the next turn, then place them laterally somewhere which will not be overrun, or worst case, further away 4) Bunch your airbases up as close to each other as possible; that way any of the bases with fighters protect the other bases as well. 5) At the end of your turn, bomb all tank/mech units twice, and any threatening infantry units twice as much as possible. 6) I will do airfield bombing at the start after Sup Command, as only units with <30% flown miles can do that. So this needs to be done before any movements etc. At the same time, I will also do some fighter sweeps, so when it will be your turn, some of your units will already have some miles flown in them. 7) Only aircraft attached to a front can fly ground support for that front. So, within your command, make sure that each front has some air units. 8) If it is likely that the Germans will use air supply in an area, make sure that bases with fighters with miles left in them are close by as much as possible. 9) For bombing missions, don't do the auto mode: Hold shift, then R click the hex you want to bomb. That way you can choose which air units will take part. More than 200 bombers per attack is not that efficient. Il-2 are better against mech/tank units. Level bombers better against infantry.
< Message edited by Neogodhobo -- 2/7/2018 6:51:25 PM >
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