loki100
Matrix Legion of Merit

Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
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quote:
ORIGINAL: joviel Played the intro scenario #1 several times, promoted myself to the 2nd. As German thought I was cooking pretty good. End of turn 2 I had taken Minsk and Bialystok. Hit "End Turn" and was informed I had lost via sudden death to the Russians. I'd lost no units, total manpower loss was about 7,500 men to the Russian 250,000. I can't see how other VP cities could have been taken in two turns. So, what the hell? Is this game really THAT demanding? Because right now I'm too discouraged to approach it again... so, awful confession, never actually played the scenario but if I look at the VP chart I have a suspicion as to your problem. The Soviets get 500 each turn they hold Minsk, so if you take it on T2 that is +500 on their ledger and you can't get more than 200 (you score at the game end). To put that 500 in a different context, its 500,000 Soviet losses - remember you score 1 VP per 1,000, they score 1 VP per 100 of yours. so just take the big numbers - Minsk T1 (500) + 7,500/100 (75) and you got Minsk at end (200) and 250.000/1,000 (250). So yep, its a defeat by the rules 575-450. Your losses aren't bad so that is not your fundamental problem, its Minsk. Now this is a practice scenario and getting the German 1941 offensive right is probably the biggest challenge, its a constant high wire balancing act. My rough plan, use 4A to break open the Soviet front around Brest-Litovsk, 9A the same north of the Bialystok pocket. 2 PG needs to head north but will come up short on Minsk, not least you need to make sure the pocket is secure so drop off some formations on the way. 3 PG should be able to reach Minsk, you will need a few hasty attacks, you will need to gamble on ther real combat efficiency of Soviet formations being lower than they appear (but those are key skills in any case). Try that, refine it, its really important to grab Minsk on T1, everything else is pretty secondary and its that sort of deep, risky, highly disruptive attack you need as the axis side. There are also a few AARs, so have a look at how they run AGC over the opening turns. You can ignore the rest of what they show, just look at unit placements etc.
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