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Gliz2 plays against himself FITE2

 
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Gliz2 plays against himself FITE2 - 5/16/2018 2:12:11 PM   
gliz2

 

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On 23 Jun 2018I have restarted the scenario after some consideration on performance, tactics, realism and how to best present it all to the community.

The initial setup:
-> I plays vs myself
-> All the new rules are on
-> Intelligence is on low (decreased from medium)
-> If in the result of a battle the enemy is destroyed or had to withdraw but the attacker had not been able to move onto the hex the defender cannot move into the hex next turn. This is the rule I have always used playing boardgames and there is a clear logic behind it. In reality there are no hexes or movement points. The fighting is done in the perimeter and once the enemy is overrun the perimeter is secured. Therefore I think it makes a lot of sense to cheat the engine by introducing this rule.
Special House Rule for T1&T2
-Soviets are limited in movement. They cannot do strategic movements.

OKH (Germans)
1. Free form. Germans are allowed ahistorical freedom as to strategic objective till September 1941. This means in practice I will do a full-blown attack (commiting most of the German armoured and motorized divisions) on Moscov through Baltic countries supported by a limited push from HG Mitte.
Kiev and Leningrad are secondary objectives.
2. Should I fail the above by September I will draw my new orders from the predefined historical ones. This should simulate Hitler's and OKH reaction to a fiasco of a big push towards Moscov.

STAVKA (Soviets)
1. Also ahistorical approach but on the initial phase. So no counter-offensive in the first turns.
However this does not mean the Soviets will be purely defensive. As in real life the Soviet forces will do some counterattacks to assess the enemy's center of gravity and to disrupt whenever possible.
2. Generally the voluntary withdrawals will not be allowed. However having in mind the shock effect and the lack of communication movement "backwards" towards enemy will be allowed.

General remarks
1. Player should always use the power of encircling of the enemy. I have found it to be the key to delivering devastating blows and creating gaps in enemy lines. Divide your units into 3 and use them for encircling the enemy. Thus you will be able to get the bonuses from attacking from all sides (or at least 4 sides) plus the encircled units will be much easier to be destroyed.
2. Plans are useless but planning is the key (plus using the center of gravity theory).
Plans usually crumble the moment they are started being executed. However all the planning is the key. The good planning provides for an exercise of logistics and both strategy and tactics. Where to best hit the enemy? How to best do it? What means are necessary to deliver?
And what are the alternatives?
3. Being flexible. So your master plan went to hell as the bridges were blown by the enemy and the Panzers were bogged into some unimportant mop up fighting? What to do now you may be asking yourself. Adopt, adapt and improve maggot! Check point 2 above, gather the means to execute the new plan and prepare for another failure. Repeat the exercise till you drop ;)

This is the German plan for T1 to T6



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< Message edited by gliz2 -- 6/26/2018 4:05:17 PM >
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RE: Gliz2 plays against himself FITE2 - 5/16/2018 2:30:49 PM   
TPOO

 

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You might want to wait as a new patch may be coming in early June for TOAW IV and there will be an major upgrade to this scenario with it.

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RE: Gliz2 plays against himself FITE2 - 5/16/2018 5:27:56 PM   
gliz2

 

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Thanks for the tip laddie

Well I've already finished turn 3 so I just keep on going and see what will happen

The German plan for 22/Jun/41 - 15/Jul/41
HG Nord
The HG Nord strategic objective is northern flanking move on Moskov.
The HG Nord has been assigned most of the Pz.Div and Mot.Div, SS Wiking, SS Das Reich, LSSAH and 1 SS Inf Reg plus 18 Inf Div.
The tactical approach is to push hard with recon elements, trying to secure bridges as quick as possible, armour and mot.infantry to follow close behind plus max out 5-6 Inf.Div. trying to keep up the pace in this race.
Rest of forces is to do major assuaults and mop up.
The objectives for T1-T6 are the bridges on the Dvina River (as many as possible) which makes the following towns main objectives: Jekabpilis, Daugavpilis, Druya, Disna and last but not least Polotsk. Riga is a secondary objective as HG Nord is not tasked with taking Lenningrad.
HG Nord should also support HG Mitte on the assualt on Minsk.
HG Mitte
The HG Mitte strategic objective is to strike on the main road to Moskov.
Therefore the main objectives are: Baranovich, Minsk and Smolensk.
The HG Mitte has been assigned 2 Pz.Div, 1 Cav.Div. and 2 Mot.Div plus 24 Inf Div.
The tactical approach is to exploit the only highway on the way to Moskov. Cav and Reco are to push at speed while followed by rest. Pz.Div and Mot.Div. are to lead but as they are only 4 they are not expected to carry the weight but rather to torn defensive lines and provide for chaos in the enemy lines.
HG Sud
The strategic objective for HG Sud is Kiev. Secondary objective is Sevastopol.
The HG Sud had only been assigned 1 Pz.Div and 1 Mot.Div. with 28 Inf Div (plus the Rumanian forces which should result in release of 8-10 Inf Div to HG Mitte).
The tactical approach is to encircle and destroy as many Soviet divisions as possible. The main push is nordish towards Kiev. Once the Romanian forces join the fray the approach will be modified.


< Message edited by gliz2 -- 6/7/2018 7:04:45 AM >

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RE: Gliz2 plays against himself FITE2 - 5/16/2018 6:13:48 PM   
larryfulkerson


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You can always restart again.

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RE: Gliz2 plays against himself FITE2 - 5/19/2018 1:00:43 PM   
gliz2

 

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My opening move was Brandenburgs drop on the Kaunas bridge, and boy was it a full success


My biggest achievement was the push for Vilnus (which fell by 29/Jun/41)


Situation at the end of T1 (22-Jun-41).




< Message edited by gliz2 -- 6/6/2018 8:43:53 PM >

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RE: Gliz2 plays against himself FITE2 - 5/23/2018 11:36:26 AM   
gliz2

 

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T2 <end> 25/Jun/41
The Germans enjoyed some further success however they have failed to reach some of the objectives. This is due to the setup of the scenario. Recon units should have 20% and the Mot. and Pz. 10% more movement points.
I have dropped 2 Brandenburgers on the Jakvebpilis bridge thus securing my first bridge on Dvina River



< Message edited by gliz2 -- 6/6/2018 8:47:54 PM >

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RE: Gliz2 plays against himself FITE2 - 5/25/2018 10:35:29 AM   
gliz2

 

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I've noticed on many AAR that folks check the expected reinforcements and "magical hexes" (capturing them triggers some positive event).
I'm not gonna do it. The reason is I already replay historical events so I have much more information that any commander have had in reality. Furthermore I'm in absolut control of my troops which is an utter absurd.
Therefore using any extra knowledge I see as total overkill.
It's not to roast anyone just to explain my approach.
Anyway it's just a game and it is full of flaws. But still the best we have :)

< Message edited by gliz2 -- 6/8/2018 9:12:34 AM >

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RE: Gliz2 plays against himself FITE2 - 6/2/2018 8:41:02 AM   
gliz2

 

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T3 <end> 29/Jun/41

Dvina River race looking good and managed to secure another bridge on Dvina river (although already falling behind the historical schedule). Rushing towards Daugvapilis and Polotsk. I might reach them by T5 however Daugvapilis is already heavily defended. I assume same will be Polotsk.


This is situation for HG Mitte. Baranovitch is the objective for T3 but it does not look like happening. On the other hand I have reached Pinsk (circle at the bottom - in the marshes) ahead of schedule.


< Message edited by gliz2 -- 6/7/2018 7:08:42 AM >

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RE: Gliz2 plays against himself FITE2 - 6/6/2018 9:03:44 PM   
gliz2

 

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T3 means restriction for Soviets are gone and now they can move freely (not just 5 hexes). To keep the realism the Soviets will do recon by force (As any army would have done in reality). Taking into account the lack of comms and the general chaos any encircled units for the next few turns will be just left to themselves (this is based on the historical evidence).

Interesting reads I have found:
-Critical Analysis of German Operational Intelligence apparently only during the Barbarossa ze Germans realized that basing the operational intelligence only on the interrogation of POWs was not enough. I did not know that the Germans were that bad in that area
-German counter activity and its effect on Soviet command, control and communications during operation Barbarossa: apparently ze Germans had no concreted plans for disrupting Soviets although several individual actions were taken. The Soviets were just extremely poorly trained and equipped.

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RE: Gliz2 plays against himself FITE2 - 6/7/2018 7:15:26 AM   
gliz2

 

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After reading larryfulkerson posts I was considering adding some House rules about MP, AT and MG units. But I think his approach in WotY Attepmt#1 is tad restrictive and not in line with the game engine.
Although I understand that MP should not by definition advance into enemy territory this are the speediest units in German setup. And they are few and not that strong hence I see them as a kind of counterbalance for other shortcomings. I use them as a kind of fast shock troops to accompany recon units.
AT was used often to secure crossroads and flanks. Sometimes as a two gun setup accompanied by 1-2 inf platoons. I will stick with AT being used as a supporting unit.

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RE: Gliz2 plays against himself FITE2 - 6/7/2018 7:09:41 PM   
gliz2

 

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T4 <end> 4/Jul/41
So far so good




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RE: Gliz2 plays against himself FITE2 - 6/7/2018 7:32:46 PM   
larryfulkerson


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quote:

ORIGINAL: gliz2
I've noticed on many AAR that folks check the expected reinforcements and "magical hexes" (capturing them triggers some positive event).

I'm not gonna do it. The reason is I already replay historical events so I have much more information that any commander have had in reality. Furthermore I'm in absolut control of my troops which is an utter absurd.

Therefore using any extra knowledge I see as total overkill.
It's not to roast anyone just to explain my approach.
Anyone is a game and it is full of flaws. But still the best we have :)

I applaud you and the way you think. You and I are in full agreement. I'll adopt your house rule ( no looking up the magic hexes of the expected reinforcements because no commander would know that ahead of time ).

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RE: Gliz2 plays against himself FITE2 - 6/8/2018 1:41:29 AM   
MikeJ19


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Gliz2,

Thanks for posting this AAR. I'm going to enjoying watching your approach. Good luck,

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RE: Gliz2 plays against himself FITE2 - 6/8/2018 9:18:34 AM   
gliz2

 

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Larryfulkerson
You are inspiring me and I inspiring you. Seems like a good deal to me

MikeJ19
Thank you Sir. Will try to do my best on both seats. I intend to go only till 1943.

New house rule for double-turns
Ze Germans can take full advantage of this untill Nov'41 and then again from May'42.
Soviets can only use it fully from Nov'41.

If the double-turn cannot be fully used it means only pure defensive actions can be taken and units cannot move further than 5 hexes or can be put on strategic movement by rail

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RE: Gliz2 plays against himself FITE2 - 6/8/2018 3:25:03 PM   
gliz2

 

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Guys where do you upload your pictures (which picture sharing site do you use)?

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RE: Gliz2 plays against himself FITE2 - 6/8/2018 4:17:16 PM   
larryfulkerson


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quote:

ORIGINAL: gliz2

Guys where do you upload your pictures (which picture sharing site do you use)?

I've been using FileDropper as a dropbox. I can't use it to post pictures on the forum with it though:
https://www.filedropper.com/

Here's what happens when I try to use FileDropper as a picture posting kind of thing:
<a href=http://www.filedropper.com/temp_1><img src=http://www.filedropper.com/download_button.png width=127 height=145 border=0/></a><br /><div style=font-size:9px;font-family:Arial, Helvetica, sans-serif;width:127px;font-color:#44a854;> <a href=http://www.filedropper.com >file upload</a></div>

< Message edited by larryfulkerson -- 6/8/2018 4:20:24 PM >


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RE: Gliz2 plays against himself FITE2 - 6/8/2018 4:21:08 PM   
gliz2

 

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Then how do you post pics here. The one I'm using are being deleted after 30 days

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RE: Gliz2 plays against himself FITE2 - 6/8/2018 4:25:53 PM   
larryfulkerson


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Just upload it to the Matrix site. One picture per post.




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RE: Gliz2 plays against himself FITE2 - 6/8/2018 6:29:59 PM   
gliz2

 

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Thanks Larry





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< Message edited by gliz2 -- 6/9/2018 4:57:20 PM >

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RE: Gliz2 plays against himself FITE2 - 6/9/2018 4:53:12 PM   
gliz2

 

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try





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< Message edited by gliz2 -- 6/9/2018 4:59:47 PM >

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RE: Gliz2 plays against himself FITE2 - 6/9/2018 5:03:07 PM   
gliz2

 

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Situation around Minsk T5




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RE: Gliz2 plays against himself FITE2 - 6/9/2018 5:04:22 PM   
gliz2

 

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Salla T5




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RE: Gliz2 plays against himself FITE2 - 6/11/2018 12:20:59 AM   
MikeJ19


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Gliz2,

I use Libre office to do the pictures that I post into this AARs. It is free and works fairly well. I may start looking for something that would give me more options, but so far it is meeting my needs.

Still enjoying your AAR

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RE: Gliz2 plays against himself FITE2 - 6/11/2018 11:32:48 AM   
gliz2

 

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Well I have to admit to something as I have only relized this over weekend.
I did not understood properly the combat phase system and I was loosimg some combat phases because of this
As embarrassing as it is to have realized it at least I know what I was doing wrong.
Appatently the battles phases depend on the lenght of every single planned battles. A bit of a head-scratcher but it makes an important difference once you apply the theory into practise.

< Message edited by gliz2 -- 6/11/2018 11:33:07 AM >

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RE: Gliz2 plays against himself FITE2 - 6/11/2018 11:40:32 PM   
MikeJ19


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Gliz2,

Take a look in the war room at my thread on my approach to getting the most rounds in during a turn (I think this should link you to it http://www.matrixgames.com/forums/tm.asp?m=4432289).

Once you figure out how to use the combat rounds, things get a little smoother and you can exploit your successful attacks better.

All the best,

Mike

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RE: Gliz2 plays against himself FITE2 - 6/12/2018 6:59:02 AM   
gliz2

 

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Thant's grand Mike, thanks laddie.

Link didn't work but it was easy to find.

< Message edited by gliz2 -- 6/12/2018 7:01:04 AM >

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RE: Gliz2 plays against himself FITE2 - 6/21/2018 4:04:25 PM   
gliz2

 

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T10 <23-Jul-1941>
It's been a while since the last update and things are not looking too peachy for ze Germans.The progress has been slow despite committing considerable forces. Thing of note: Panzers are not to be left alone to cross the major rivers.
I have not yet reached Pinks, I have not achieved any major breakthrough (only a minor one) and last but not least my armoured spearhead is all but spent. If I stop now I'm afraid the momentum will be lost. If I won't stop I will end up with close to nothing in terms of armour.




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< Message edited by gliz2 -- 6/21/2018 4:11:14 PM >

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RE: Gliz2 plays against himself FITE2 - 6/21/2018 4:11:48 PM   
gliz2

 

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Now for some positive news. South of Minsk there is a possibility for a breakthrough. If I manage then I should be able to have a nice Pincer around Minsk :)




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< Message edited by gliz2 -- 6/21/2018 4:15:12 PM >

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RE: Gliz2 plays against himself FITE2 - 6/21/2018 4:15:19 PM   
gliz2

 

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And finally to a crappy part. Kiev area is a stalemate. I have not enough forces to conclude any reasonable push at the moment. Soviets are quite strong and dug in. I think I will have to use the kick and run tactics here meaning amassing force at a given point and hitting enemy hard and fast before he can recollect himself. Which means effectively exposing my flanks.




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< Message edited by gliz2 -- 6/21/2018 4:17:43 PM >

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RE: Gliz2 plays against himself FITE2 - 6/26/2018 4:07:16 PM   
gliz2

 

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Admin PLEASE DELETE as it is doubled!!!

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