neuromancer
Posts: 627
Joined: 5/30/2002 From: Canada Status: offline
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ORIGINAL: GloriousRuse Failing that, besides the obvious not fighting everyone everywhere all the time, consider your movement. You don’t need to march every unit as far forward as possible every turn. Moving into enemy or just captured territory burns both MP and CV, and ending there penalizes recovery. Admin moves over even poor roads in friendly territory can catch you right back up to the front for a token cost until bad weather comes. So when you think about pushing forward, what, four hexes with infantry on, consider that this will tank your MP, CPP, and CPP recovery...whereas stopping short will probably mean a 4-6 MP bill next turn, but will actually leave you gaining CPP. And if you made contact, you can advance out of the depths, break the line with those units, and send the front line units through for greater gains and to break the second and third defensive lines. This is interesting and probably one of the things I need to consider the most. To paraphrase Sun Tzu, fight only when you need to. And apparently move as well. So while some units have to move to grab territory, and some have to mop up those isolated guys, perhaps not every unit has to be actively involved in that. quote:
ORIGINAL: Bamilus 1. Assault HQs are super important. You can have 6 total and Axis start with 4, the PGs. I usually make 11th Army and 4th Army assault, as well, but depends your objectives. Assault status also increases command capacity, so you can add infantry from other Armies so more infantry can get the assault HQ CPP regen bonus. Ah, I was wondering why you wouldn't just make every army an assault command - as points allow - but if you are limited to only 6, that would limit the option. So you have to deactivate one if you want someone else to be an assault army and already have six. Was meaning to look up the catch on that. quote:
2. CPP is actually a CV bonus. At 0 it gives no bonus. Just thought Id clarify this. Yes, I said that poorly. +CPP as a percentage, so 0 CPP is +0%, 50 CPP is +50%, and 100 CPP is +100%. quote:
3. Prioritize your attacks. Every attack halves CPP, regardless the type of attack, outcome, or opponent. So be more cautious about who and how you attack. You can bypass a lot of Soviets, you dont need to attack them all every turn. Indeed, so attacking randomly up and down the line is less useful than it sounds. Good to know. Sounds like detailing a sacrificial corps or two to mop up isolated units - and security detachments - is probably the way to go at the beginning, and not use all of an army to do it. quote:
Theres other stuff, but you're never going to have a ton of high CPP units as Axis until winter. The constant closing of pockets and advancing will guarantee this. Im not big on keeping units static to regain CPP in 1941 as Axis, unless they need to refit. You need to keep moving to prevent Soviets from fortifying in good terrain. I wouldn't worry so much about it as long as you're mindful of the above. That makes sense, and fits what I was going towards, but with the revisions of the previous points. quote:
EDIT: to your second point, yes. I usually move infantry division's to an all infantry corps within the PGs. That way you can keep the corps HQ near them. The ones that start with the motorized corps will get left behind so its best to keep your motorized and non motorized units split I was doing that, but it was more my low level OCD thinking that having them in the same corps as the high MP units was silly.
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