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RE: AXIS AAR TURN 11

 
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RE: AXIS AAR TURN 11 - 11/14/2018 9:56:27 AM   
weinsoldner

 

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Situation around Rzhev. As mentioned the Axis weren't able to close the gap.




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RE: AXIS AAR TURN 11 - 11/14/2018 9:58:59 AM   
weinsoldner

 

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2nd Pz Grp keeps moving east




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RE: AXIS AAR TURN 11 - 11/14/2018 10:04:56 AM   
weinsoldner

 

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In Southern Ukraine the idea is to move 1st Pz Grp to Dtown and Zapo or not?




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RE: AXIS AAR TURN 11 - 11/14/2018 10:06:49 AM   
weinsoldner

 

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Or move them North?




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RE: AXIS AAR TURN 11 - 11/14/2018 10:09:21 AM   
weinsoldner

 

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End of turn result for the South




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RE: AXIS AAR TURN 11 - 11/14/2018 3:34:56 PM   
HardLuckYetAgain


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Nothing to see here

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< Message edited by HardLuckYetAgain -- 11/14/2018 9:45:14 PM >


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RE: AXIS AAR TURN 11 - 11/14/2018 5:36:24 PM   
thedoctorking


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quote:

ORIGINAL: HardLuckYetAgain

quote:

ORIGINAL: weinsoldner

Situation around Rzhev. As mentioned the Axis weren't able to close the gap.





It is just me but when I see a nice attack-defense value on the "stack" of Soviet units that tells me these units are experienced. In the beginning of the game the Soviets don't have a plethora of good units. So when they stack them on the front line I go out of my way to surround and capture them. Do this for 3-4 turns and their defense crumbles. Personally I consider this a gift from the Soviets. You can even check the morale and experience icons before doing this but I am 100% sure these are good Soviet units that I have circled. Just blow away the cheap Soviet units defending to the top and bottom and it is Merry Christmas on an early Xmas present. Do this enough times and the Soviets are left with no good units. I know personally as a Soviet I save these units & stacking them loses them unnecessarily.




You're right. We have been trying to avoid that by putting the better units in the second line with reserve orders.
Another thing is that the Germans don't have much combat power right in that vicinity. Their big stacks are a couple of hexes to the north.

< Message edited by thedoctorking -- 11/14/2018 5:42:02 PM >

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RE: AXIS AAR TURN 11 - 11/14/2018 5:40:21 PM   
thedoctorking


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That's actually their turn end image. Here's what it looked like from our side when they started their turn:




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RE: AXIS AAR TURN 11 - 11/14/2018 5:56:30 PM   
HardLuckYetAgain


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Nothing to see here

< Message edited by HardLuckYetAgain -- 11/14/2018 9:44:46 PM >


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RE: AXIS AAR TURN 11 - 11/14/2018 6:13:35 PM   
HardLuckYetAgain


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Nothing to see here

< Message edited by HardLuckYetAgain -- 11/14/2018 9:44:28 PM >


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RE: AXIS AAR TURN 11 - 11/14/2018 8:11:47 PM   
SparkleyTits

 

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One of the weird things as CoS to realise when to jump in and help and when to let go and let your comrades have as much freedom as they possibly can, something that surprised me a lot when playing but I am much more used to it now

I have been giving the level of advice needed in each theatre against each of their respective opponents and have been trying to not overload with advice as it may turn into micromanagement or less enjoyment for each ground commander

At first I was giving constantly bad reports and advice on disasters that could go wrong every turn but they never seemed to materialise so as time went on I have been relaxing more as it honestly would be a bit overkill to teach retreat paths on the defence atm and I would find it hard to keep everybodies interest as it's more fun and engaging for the players to learn to combat the issues they are facing and personally immersed in each turn

It's just up to me to correlate each theatres skill and be a safety net that can step and say "You might just want to be careful here, this may be a step too far" if I see anything get too crazy and to focus on teaching just the right amount each turn to not overload anybodies brain

We have been getting lots of lessons on retreats paths in our attacks but no defensive measures as of yet as that I think is a much easier way to help everybody assimilate herding over defence

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RE: AXIS AAR TURN 11 - 11/14/2018 9:44:05 PM   
HardLuckYetAgain


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quote:

ORIGINAL: SparkleyTits
"You might just want to be careful here, this may be a step too far" if I see anything get too crazy and to focus on teaching just the right amount each turn to not overload anybodies brain



Well alrighty then. I took the time to give a different perspective of a turn on how to look at something through a different lens. Nothing more nothing less. I am deleting my posts and moving on since there is nothing to teach and nothing to show.

To me AAR's have turned into nothing more than a stage to "Beat ones chest".

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RE: AXIS AAR TURN 11 - 11/14/2018 9:56:23 PM   
SparkleyTits

 

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Nah bud the help is much appreciated of course just telling my thought process on why I did not show the things you did is all, definitely not my intention to offend or to beat my chest!

If I was the Axis leader I would of been advocating the very same attack, starting with the 2 stack of 15-14 CV

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RE: AXIS AAR TURN 11 - 11/14/2018 10:29:51 PM   
HardLuckYetAgain


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quote:

ORIGINAL: SparkleyTits

Nah bud the help is much appreciated of course just telling my thought process on why I did not show the things you did is all, definitely not my intention to offend or to beat my chest!

If I was the Axis leader I would of been advocating the very same attack, starting with the 2 stack of 15-14 CV


It is all good and just my opinion on the chest thumping. I am moving on from WiTE anyway. I am sure people will figure out the idiosyncrasies for themselves.



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RE: AXIS AAR TURN 11 - 11/14/2018 10:34:31 PM   
SparkleyTits

 

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Righteo, cya then bud

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RE: AXIS AAR TURN 11 - 11/14/2018 10:35:21 PM   
thedoctorking


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They were also a little low on fuel that turn I think. We had choked their supplies the turn before. So it's unclear if those armored stacks had enough MP to make deliberate attacks against the adjoining hexes to say nothing of moving behind the big stack. But in the general sense, you're right, we are working on learning how to preserve our forces.

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RE: AXIS AAR TURN 11 - 11/16/2018 8:10:58 PM   
thedoctorking


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Connect 4 AAR, Turn 11

This turn saw the first mud in the southern and northern regions. We were gratified to find that our weather prediction was accurate. Of course, we have Soviet science to thank for this (and not those degenerate capitalists in Greenland – their information merely confirmed what our scientists had already determined…)

Mud in the northern region meant an almost complete halt to German activity there. The supply situation was especially critical for the elements of 18th Army up on the Narva front. Those units had Supply Path ratings in the 80’s. This is a consequence of the Axis decision to commit their FBD rail repair units to Army Groups Center and South. In the Center photo for this turn, you can see AGC’s two railheads, one on the Velikie Luki – Torzhok rail line and the other just past Smolensk. In the South Ukraine photo, you can see one railhead, very far advanced along the Nikolaev – Zaporozhye rail line, while the other is off the map to the north in Cherkassy. This quite successful rail repair is a result of the Axis initiative on turn 3 to put lots of their resources into capturing Odessa. Then, they assigned many rail repair units to an Army or Corps HQ in Odessa, and those units repaired the rail line in Odessa. At the same time, the normal repair of the port got it to 96% damage, at which point it became a legitimate supply source for the Axis. Then, they were able to use FBD’s to repair from Odessa rather than bringing the rail line forward from the Romanian border as has been the general Axis practice in earlier games I’ve played. This means that, when compared to what was previously normal for the Axis, rail repair is at least three turns ahead (even though we did displace one of their FBD’s one turn). Axis supply ranges for their units in the Dnepr bend are in the teens. This means that, even without HQ buildup, their armor will typically have movement in the 30’s or even 40’s. This means that the Donbass is in peril this year, something that has been much less likely in other games I’ve played as the Soviets.






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RE: AXIS AAR TURN 11 - 11/16/2018 8:13:33 PM   
thedoctorking


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In the northern sector, therefore, we maintained and strengthened our lines. We are hopefully better-prepared for a clear weather turn and a German drive northward towards Lake Ilmen. We don’t expect much pressure in the Narva region because of the supply problems this turn. Model and his corps are menacing the region north of Pskov, but we have a good solid two-deep line to face them. They can no doubt make a one-hex advance wherever they want, but no breakthrough looms.




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RE: AXIS AAR TURN 11 - 11/16/2018 8:16:11 PM   
thedoctorking


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East of the mud line, the Axis was active, pushing their two armored thrusts forward and encircling about six divisions. The armored forces of 4th Panzer Group made contact with the expanding salient of 3rd Panzer Group to the west of Rzhev. However, they did not challenge our positions behind the Volga. They are fully committed in the area to the west of Rzhev and only left a weak screen of regiments to face Western Front.

You can see the railheads in this image, and it is noteworthy that the northern FBD is working up the rail line towards Torzhok rather than towards Rzhev. This suggests that the Axis plan is to work north behind the Valdai Hills, perhaps hoping to cut off Leningrad from behind the Volkhov or else to come at Moscow from the north. Nonetheless, the presence of two FBD’s in this region underlines the importance of the central sector to the overall Axis strategy. Elements of 2nd and 4th Armies are intermingled to the south – I expected a thickening of their position in the land bridge region but haven’t gotten it yet.





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RE: AXIS AAR TURN 11 - 11/16/2018 8:18:33 PM   
thedoctorking


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The center was where most of the action was this turn. Our 29th Army started the ballet by surrounding and routing out the German 17th Panzer division NE of Rzhev. Then, 20th Army drove off 14th Motorized across the river from Rzhev. Then, cavalry from 30th Army could ride through and open one of the pockets, liberating three divisions. Then, 22nd Army moved across the Volga and attacked a regiment of 1st Panzer Division east of Andreopol, driving it off and pocketing 20th Panzer Division. However, then we did not have enough divisions that could reach the next hex to the west, so we were unable to make the attack to liberate the second pocket. Then, 13th and 20th Armies pushed back the screen of regiments they were facing, amassing an impressive number of victories for the purposes of recruiting Guards divisions and allowing us to choke the supply of 3rd Panzer Group. Next turn is predicted to be mud in the North Russia zone, meaning that 3rd Panzer Group is not going very far anyway, but two turns in a row of bad supply should slow them down significantly on turn 13. And the real mud is coming, hopefully on schedule on turn 18.






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RE: AXIS AAR TURN 11 - 11/16/2018 8:19:04 PM   
Telemecus


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quote:

ORIGINAL: thedoctorking
This quite successful rail repair is a result of the Axis initiative on turn 3 to put lots of their resources into capturing Odessa. Then, they assigned many rail repair units to an Army or Corps HQ in Odessa, and those units repaired the rail line in Odessa. At the same time, the normal repair of the port got it to 96% damage, at which point it became a legitimate supply source for the Axis. Then, they were able to use FBD’s to repair from Odessa rather than bringing the rail line forward from the Romanian border as has been the general Axis practice in earlier games I’ve played.


Indeed the bigger issue is not Odessa but Ochakow which in a recent patch was upgraded to a much larger port without perhaps considering the consequences.

The rail repair was still the normal four hexes in a row. But much later I went back to the file at the start of a turn and was slightly amazed to discover you could actually repair seven hexes in a row (and not because of a bending section). I should stress this is not part of this game - but I do attach the picture of it to demonstrate what it would have been.




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< Message edited by Telemecus -- 11/16/2018 9:21:22 PM >

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Soviet AAR Turn 11 - 11/16/2018 8:20:40 PM   
thedoctorking


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The Chernigov-Gomel region was fully within the mud zone, and so there was little action here. The supply situation was especially poor, and some units would have been in isolated status were it not for extensive German air resupply efforts. The armored forces of 2nd Panzer Group withdrew from the front line, presumably seeking better supply but perhaps headed back to Army Group Center.

Noting after the fact that the infantry forces at the southern end of this region actually come from 6th Army. We put a good deal of effort into intelligence but still managed to make mistakes. I think we’re improving as the game advances.





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RE: Soviet AAR Turn 11 - 11/16/2018 8:22:21 PM   
thedoctorking


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In the northern Ukraine, we straightened our lines, rested our troops, and prepared for withdrawal from the Dnepr line next turn. New Long Range Air Command bases can be seen along the rail line south of Kursk. We split the long-range bombers that had been assigned to Long Range Air Command since the first turn. About half of the older DB-3B models were reassigned to frontal aviation, and will switch to day missions. The remaining long-range bombers were divided between Baltic Fleet Air Command, located behind NW Front’s lines, and Long Range Air Command, which relocated to the vicinity of Kursk. Both forces also got staging bases closer to the front, hopefully permitting more effective partisan resupply missions as well as night bombing of Axis air bases.

In the Northern Sector map from an earlier post, you can see the staging base for Baltic Fleet air command. The one for Long Range is seen on this map.

We have been unsuccessful in getting much partisan activity going behind German lines. This may be due to the well-known proclivity of the Axis supremo, Telemecus, to garrison every city fully. In one-on-one games as the Soviets, I’ve gotten good results out of my partisans, but in this game there are only a few cadres that have reached “ready” status and none are within five hexes of a functioning rail line. Maybe with the redistribution of our air force, we can have more success.






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RE: Soviet AAR Turn 11 - 11/16/2018 8:23:10 PM   
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The mud zone ended between Dnepropetrovsk and Zaporozhye. In the small area of clear weather, The Romanians pushed south across the lower Dnepr and 1st Panzer Group continued its push towards Zaporozhye. They moved some elements across the mud line to the south, either for better supply or presaging a thrust across the lower Dnepr to the south.






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RE: Soviet AAR Turn 11 - 11/16/2018 8:25:30 PM   
thedoctorking


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At the far southern end of our lines, we set up a weak defense south of Zaporozhye to encourage 1st Panzer Group to drive south. Any time a German panzer army is driving north and south instead of east, using up fuel and vehicles to get no closer to our critical targets, we are happy.




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RE: Soviet AAR Turn 11 - 11/16/2018 8:26:19 PM   
thedoctorking


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We ended the turn with strong defenses in the Dnepr cities and having freed at least the two armored divisions from the pocket where they had been fighting for two turns. Five rifle divisions are most likely doomed in that area, and one mountain division is probably similarly going to be swallowed up south of the Dnepr. It is unfortunate to lose the mountain division, since you don’t get them back.

Interestingly, the Germans are using their Italian allies as cat’s paws in their southward advance. Perhaps the Italians have heard that we make nice wine in the Crimea! If they are lucky and very cooperative with the NKVD interrogators, maybe we’ll give them some in the prison camp…





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RE: Soviet AAR Turn 11 - 11/16/2018 8:27:14 PM   
thedoctorking


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Total losses this turn were 87,470 for us and 22,576 for the Axis. We lost 445 aircraft and they lost 68. Their air commander has been much more conservative, though they continue their campaign of strategic bombing in the Caucasus. We based fighters in Stalino with plenty of range to reach Taganrog; perhaps they were bombing at night. They are up to 32% damage on the Lagg-3 factory – when they get to about 75%, we’ll evacuate it and let them find another target. Of course, next turn or two, they might be getting close to Taganrog and the factory will have to go anyway. Total deployed manpower is 4,251,141 for us to 5,028,141 for the Axis (3,423,072 German). Deployed aircraft are 6,089 Soviet to 3,421 Axis (2,411 German).

The random weather has made a big difference in this game. This is the first time that I have gotten two mud turns (in different regions) during the first 17 turns of a 1941 game. The Germans must be gnashing their teeth. You can say “well, it might be clear during turns 18-23”, and maybe so, but they won’t be able to plan for it, and one clear turn doesn’t actually help the Axis much, because if they plunge ahead too enthusiastically, they might get pocketed and stay that way for the rest of the month, with terrible consequences for attrition.

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Axis AAR Turn 12 - 11/16/2018 8:33:52 PM   
Telemecus


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As the second instalment of our occasional series "Views from the Southern HQ" we have the following pictures from this turn. While to the untrained eye this may look like a Mediterranean resort our southern commander assures us he is with his men in the Ukraine just a few miles behind the front lines. This is definitely not a swimming pool in Portugal. Oh no!





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< Message edited by Telemecus -- 11/16/2018 8:37:09 PM >

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RE: Axis AAR Turn 12 - 11/16/2018 8:46:48 PM   
SparkleyTits

 

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Wite, sun and a swimming pool. Sounds like heaven to me now you just need a pini colada or two while the troops are surveyed!

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RE: Soviet AAR Turn 11 - 11/18/2018 5:30:38 PM   
Telemecus


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quote:

ORIGINAL: thedoctorking
They are up to 32% damage on the Lagg-3 factory – when they get to about 75%, we’ll evacuate it and let them find another target.


Why 75% - do you mean 50% to 53%?

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