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AAR vs Seminole - 8/29/2021 12:58:13 AM   
AlbertN

 

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PREMISE:

Greetings,

Leaving the opponent unnamed as I've not asked them permit for an AAR! Presently I've 2 fresh games that I feel I should do the AAR for.

Til now with one-two exceptions of games that have had a favorable outcome for my Axis nations (and I feel due to the Soviets running far too quickly and too far than, and not out of personal merits of mine); I've got persistently stuck in horrid situations.

I like the game and its potential - but it has turned in something I feel wrong and that frustrates me - in how it tells the narrative of the start of Barbarossa. What should be the ride of glory (to extents) of the Germans, with grand advances and inflicting massive losses, ends up in a bloody trench war OR an advance where the Soviet wants and allows.

My mind is fairly simple - if this is what is in '41, what awaits for the Axis later? Not something I plan to waste time to discover.

I feel in both the games I won't hit the 525 VP marker either (Barring grand rabbit runs of the Soviets).

I tend to ask the grace of not opening T1 pockets - due to how binary the Surrender business is; and how a game changer is to have pockets opened up.

< Message edited by AlbertN -- 9/4/2021 1:29:40 PM >
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RE: AAR vs Opponent Nr.1 - 8/29/2021 1:06:53 AM   
AlbertN

 

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T2 AGN Post Recon

Grand panoramic here.

The Soviets apply what to me seems default 'ZoC' delatory defence to slow down the armoured spearheads. Fair and square.

There seems to be a build up by Pskov. Seen that in roughly half of the MP games I started but not always.





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RE: AAR vs Opponent Nr.1 - 8/29/2021 1:09:00 AM   
AlbertN

 

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T2 Post Recon

The Soviets have massed here as well ... recon has not found many Soviets in the southern zone though!

Blind recon crews or true absence of Soviets?

I suspect the later since the whole zone there is a mix of bogs and swamps.




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RE: AAR vs Opponent Nr.1 - 8/29/2021 1:12:11 AM   
AlbertN

 

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T2 Post Recon

AGS - grand retreat of the Soviets.
In general in the South - due to open plains for the most - the Soviets tend to waltz and dance in front of the Germans, but never in real reach of them.

In general the dance to the East is a problem I perceive here as much as I felt it in WITE1 (Which I admit, I ditched quickly due to how initially it was imbalanced).






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RE: AAR vs Opponent Nr.1 - 8/29/2021 12:41:06 PM   
AlbertN

 

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Of Soviet Tactics - Decoy!

The Soviets left behind an amount of 'empty' HQs, Corps HQ mostly.

I assume that is a way to decoy Air Recon, since usually one Recon for 'Interdiction' (Read: Spot new units) without defining which units they're.






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RE: AAR vs Opponent Nr.1 - 8/29/2021 12:49:41 PM   
AlbertN

 

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Southern 'Pockets'.

Ontop of the usual liquidation of Lvov and the like T1 made pockets some new ones are formed.

A single Tank division got routed in Psokurov and got wrapped up there.

The larger pocket east of Lvov in truth is an 'empty' one, there are 4-5 HQs, some Fortified Unit and 1 or if I am lucky 2 real combat units.

Romanian Front pockets are something normal - with one of my various failures of the turn, to not have wrapped up Beltsy.
Though there it is just one Division and 2 HQ.

The Soviets as predicted are elusive in the south - and can well crash some Panzer Regiments with ease due to their massed armoured units and the hit and run tactics easened by the full Admin Movement they benefit of.

I'll have to see if the Soviets will try to counterattack (Which I dread because presently they're OP in that department) or be cautious and leave these few units to their fate. (What most of the 'novice' Soviets do. The experienced ones attacked me, routed this or that panzer regiment, and free their forces. If not by T2, by T3.)

For that purpose - and as a first as I've got enough bloodied noses, I've set some Panzer Regiments in reserve. (Alas no full divisions to spare).
Also realizing the enemy has relocated the VVS away entirely (A mistake here since Luftwaffe gets whittled down) I can leave GS turned on, I feel.

My Air Supply missions were entirely unopposed which suggests to me the VVS is not present at all (Or the opponent has aptly set all their squadrons to Rest but are lurking there - I doubt).




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< Message edited by AlbertN -- 8/29/2021 1:07:24 PM >

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RE: AAR vs Opponent Nr.1 - 8/29/2021 2:43:09 PM   
AlbertN

 

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AGC Tango:

After the Recon I was quite puzzled on what to do - as per usual the Soviet reaction to T1 is excellent, they deploy a variety of troops that even if of supposedly insignificant strength on the paper, when in a swamp or a forest ...

The southern venue - the possibly vacant one - is tested.

It is spotted a lurking motorized formation of NVKD guards that is quickly routed as dissuasive force - and then the advance proceeds. The Soviets have at least another unit spotted by Air Recon lurking in the swamps to the south. I assume to perform disruption movement to deny Admin movement to the Germans - for the 'cost' of immolating one regiment (or having the Germans plop an amount of their regiments there).

Alas the Beresina there was not crossed - despite having attacked with Panzers in poor terrain as well. The enemy was ultimately dislodged and routed for excellent losses, at the cost of 10 panzers.

The path to the land bridge is guarded by something in Rough Terrain that ZoCs the clear hexes! A fresh panzer division (It's T2 they're pratically all fresh) sweeps past the river and attacks from the south. The (not so) puny Soviet division blasts away some Panzers, and the local commander calls the attack off. What a humiliation for the cream of the Wermacth!

Motorized forces are issued to surround that single division since it seems a monster with 9 defensive strenght!

A shy attack is made on Mogilev (Attack 1 of 6 - not seen there!) relying on 'Enemy Scouted' result. That is so and I gain some information on the defenders - for more than acceptable losses for a MOT Rgt.
It follows up a Deliberate attack by a Panzer Division. I believe I've been lucky there or the enemy HQ was pretty far - Mogilev was taken with light losses (some panzers, but in urban they're accounted for).

The desired goal was to cross the Beresina on T2 (Historical), something that it is pretty hard to achieve in general due to Soviet resistance and swift reactions.

I took a gamble there and it worked, assuming the Soviets deployed not too strong units in the City (Thinking the Germans won't attack urban). It is also T2 and Soviets do not have beast-monster units everywhere yet.




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RE: AAR vs Opponent Nr.1 - 8/29/2021 2:54:17 PM   
AlbertN

 

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AGN Tango:

This is where the Soviets dictated me where I could go instead.

Aptly and expertly placed Infantry divisions in Swamps and Thick forest turned it pratically impossible for my forces - too far from their infantries - to adequately make a way in.

I adapted and decided to swing toward Velike Luki with a mix of 3rd and 4rd Panzergruppen.
From there they could supposedly proceed east or north (Even if I am convinced the Soviets will still choose where the Germans can advance unless the Germans immolate on the altar of the thick forest and the deep swamp a bazillion of panzers, which will be missed til '42).

The Soviets also deployed wisely to prevent the arrival in Parnu of German motorized forces. Not much by what is in Parnu - that is kind of 'standard' but in deploying delaying forces on the way.

Slovak Airforce will be issued as 'naval security' for the Gulf of Riga imminently.




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RE: AAR vs Opponent Nr.1 - 9/4/2021 1:41:13 PM   
AlbertN

 

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The Save went bogus so the turn has been redone - with some minor difference in its unfolding.

I added the name of the Opponent as they made a post about it in the Tech Support. Seminole seems quite competent to me, from the first turn movement of the Soviets. I foresee a sour and bitter loss on my end soon!

So will try to experiment on something - instead of the traditional opening toward Kishinev for the rail, I'll try to link up the two Railyard 2 marked in red there with the mix of the Romanian FBD and the support of some RAD units (Including the 2 that will come from Norway).

I've noticed that there are some Railyard 2 in Hungary that may help push supplies through the Carpathian mountain passes and fuel a bit better freight through the main venue north of Lvov-Vinnitsa.

The rationale is that in general in the south the Soviets run, run and run further.
So if that helps catching them better ... why not.

How it will pan out it is to be seen!




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RE: AAR vs Opponent Nr.1 - 9/5/2021 3:44:56 AM   
Seminole


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quote:

ORIGINAL: AlbertN

AGN Tango:

This is where the Soviets dictated me where I could go instead.

Aptly and expertly placed Infantry divisions in Swamps and Thick forest turned it pratically impossible for my forces - too far from their infantries - to adequately make a way in.

I adapted and decided to swing toward Velike Luki with a mix of 3rd and 4rd Panzergruppen.
From there they could supposedly proceed east or north (Even if I am convinced the Soviets will still choose where the Germans can advance unless the Germans immolate on the altar of the thick forest and the deep swamp a bazillion of panzers, which will be missed til '42).

The Soviets also deployed wisely to prevent the arrival in Parnu of German motorized forces. Not much by what is in Parnu - that is kind of 'standard' but in deploying delaying forces on the way.

Slovak Airforce will be issued as 'naval security' for the Gulf of Riga imminently.





Albert played this a little different in the last iteration.

Instead of moving on Velikie-Luki he made sure to take the port at Parnu and instead clear territory toward Pskov. This puts his forces at much less danger of encirclement at the end of round two.
BTW, the agreed upon rule to not break turn 1 pockets was unnecessary. The pockets were sound, but I understand a random Soviet mech MP can put a real stumble into the first week.


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RE: AAR vs Opponent Nr.1 - 9/5/2021 3:55:25 AM   
Seminole


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quote:

The Soviets left behind an amount of 'empty' HQs, Corps HQ mostly.

I assume that is a way to decoy Air Recon, since usually one Recon for 'Interdiction' (Read: Spot new units) without defining which units they're.


Honestly not trying to be that clever (yet - I would consider using them under terrain where their type was imperceptible). I tried to displace my Army HQs while leaving the corps HQs in place.
The leader loss rate was brutal. I have it documented for my AAR, but it was 50%.
It was pointless too, as in turn 2 you were able to overrun the HQs again easily. I won't bother with displacement again on turn 1 for the Soviets.

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RE: AAR vs Opponent Nr.1 - 9/5/2021 4:09:14 AM   
Seminole


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quote:

ORIGINAL: AlbertN

AGC Tango:

After the Recon I was quite puzzled on what to do - as per usual the Soviet reaction to T1 is excellent, they deploy a variety of troops that even if of supposedly insignificant strength on the paper, when in a swamp or a forest ...

The southern venue - the possibly vacant one - is tested.

It is spotted a lurking motorized formation of NVKD guards that is quickly routed as dissuasive force - and then the advance proceeds. The Soviets have at least another unit spotted by Air Recon lurking in the swamps to the south. I assume to perform disruption movement to deny Admin movement to the Germans - for the 'cost' of immolating one regiment (or having the Germans plop an amount of their regiments there).

Alas the Beresina there was not crossed - despite having attacked with Panzers in poor terrain as well. The enemy was ultimately dislodged and routed for excellent losses, at the cost of 10 panzers.

The path to the land bridge is guarded by something in Rough Terrain that ZoCs the clear hexes! A fresh panzer division (It's T2 they're pratically all fresh) sweeps past the river and attacks from the south. The (not so) puny Soviet division blasts away some Panzers, and the local commander calls the attack off. What a humiliation for the cream of the Wermacth!

Motorized forces are issued to surround that single division since it seems a monster with 9 defensive strenght!

A shy attack is made on Mogilev (Attack 1 of 6 - not seen there!) relying on 'Enemy Scouted' result. That is so and I gain some information on the defenders - for more than acceptable losses for a MOT Rgt.
It follows up a Deliberate attack by a Panzer Division. I believe I've been lucky there or the enemy HQ was pretty far - Mogilev was taken with light losses (some panzers, but in urban they're accounted for).

The desired goal was to cross the Beresina on T2 (Historical), something that it is pretty hard to achieve in general due to Soviet resistance and swift reactions.

I took a gamble there and it worked, assuming the Soviets deployed not too strong units in the City (Thinking the Germans won't attack urban). It is also T2 and Soviets do not have beast-monster units everywhere yet.





Alberto changes things up a little bit. Hitting Mogilev hard enough with some motorized to avoid frustration, and better exploit the crossing. Also eschewing bitter lessons in the hills before the land bridge, and in the forests on the Dnepr entering it:


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RE: AAR vs Opponent Nr.1 - 9/5/2021 9:47:49 AM   
AlbertN

 

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Yes I admit the 'Hill' attack I deliberately avoided knowing I'd have took a punch on the nose - or well risked it. - Mogilev has been pratically a duplicate without the scouting! (I admit I intensified air recon though).
But Mogilev has gone pratically the same - without a single regiment doing the 'Enemy Scouted'.

In general lots of Soviets let the Germans arrive straight by Pskov or that zone in T2 already! You put lots of speedybumps!

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RE: AAR vs Seminole - 9/7/2021 11:39:09 AM   
AlbertN

 

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T3 - Beginning

Checking for enemy combat actions, I find multiple attacks performed by isolated units trying to ... break out?

Personally I feel they're a mistake, learning from the enemy action here.
Losses on Axis end are virtually insignificant OR non existant at all (like in this combat) while the Isolated Unit spends supplies, gets losses and tire itself.

The 'gain' is that it may produce some damage (Romanians got some casualties) before the Axis can attack it at its own comforts.

The 'loss' are multiple I believe. It adds experience to the Axis units (I do not know of any 'promotion' system for which the Axis units have a win / loss count!) but mostly softens their own capability of inflicting casualties when attacked.




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RE: AAR vs Seminole - 9/7/2021 12:17:14 PM   
Jango32

 

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I highly suspect that the intent behind those attacks was to drain your CPP.






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RE: AAR vs Seminole - 9/7/2021 12:23:52 PM   
AlbertN

 

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T3 - Romanian Sector

The Romanian pocket an amount of units.

Not my merit I feel, but STAVKA commandering them to hold the grounds I feel.
Some were in ZOC and may not easily slip away (The Beltsy ones for instance). But some other Soviet forces were there just because.

Despite poor capability in leadership and their Armoured Unit isolated at the start of the turn, the Romanians form a small line - with a weaker spot in the middle (as you can see the Regiments) where no real pockets are at risk to be opened up.

Small tiny units, but they can sum up at the end of the day!




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< Message edited by AlbertN -- 9/7/2021 12:24:27 PM >

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RE: AAR vs Seminole - 9/7/2021 12:27:08 PM   
AlbertN

 

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@ Jango

That is also true - I admit I forgot of that (I'd change that to a stage that a too insignificant attack does not cost CCP but that's me trying to apply common sense).

Nonetheless, it is also to be said that a 10% loss of a unit that maybe has 20-30 CCP remaining (or less!) is not a grand loss (Assuming my units marched, may have fought, and are adjacent to the enemy, etc).


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RE: AAR vs Seminole - 9/7/2021 12:51:51 PM   
AlbertN

 

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T3 - Vinnitsa lightly defended?

This is a relative surprise. (After the first surprise that the air recon directive in that direction has not took off!)

I've learnt some 'easy' herding, that pocket was the one from T2 that got an opening but now got back in there.
The 'grander line' of 'leave a town out of zoc in the pocket' to shove units in there worked. That is simple and prolly the basic.

More advanced levels of herding I still need to practice!

Nonetheless T3 is still one of the initial turns of Axis glory.
The enemy formations - the bulk of them at least - are nowhere to be seen, thus I assume they're undergoing the usual process (no-brainer process from my perspective, just by how game mechanics are) of getting mighty leaders, getting replacements for the highest morale units, and be assigned under an Assault HQ.

Probably T3 or T4 are the last ones for bonanza times.




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RE: AAR vs Seminole - 9/7/2021 1:09:39 PM   
Seminole


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I made an effort to save the two rifle divisions pinned by ZOC on the Rumanian border. Figured it would likely fail and perhaps even cost a ‘rescuer’ or two, but might delay the siege of Odessa a week as or two as well, depending. Probably a mistake. It’s just untenable to battle on the clear terrain in the south as a turn getting battered leaves you too weak to even retreat effectively the next turn and you’re pocketed. I try to do my fighting where the terrain lends its irreducible hand.

The attacks from the pocketed units were primarily to ID the formations in the cordon, with the marginal benefit of adding fatigue, reducing supplies and maybe costing them a movement point or two the subsequent week. The trapped units are doomed, so I’m not worried about them ‘wasting’ supplies in last gasp attacks.

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RE: AAR vs Seminole - 9/7/2021 1:18:53 PM   
AlbertN

 

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It's good to exchange opinions!

Got to save to server right now and go do stuff away from pc. Will continue turn later.

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RE: AAR vs Seminole - 9/7/2021 2:28:54 PM   
HardLuckYetAgain


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quote:

ORIGINAL: AlbertN

T3 - Romanian Sector

The Romanian pocket an amount of units.

Not my merit I feel, but STAVKA commandering them to hold the grounds I feel.
Some were in ZOC and may not easily slip away (The Beltsy ones for instance). But some other Soviet forces were there just because.

Despite poor capability in leadership and their Armoured Unit isolated at the start of the turn, the Romanians form a small line - with a weaker spot in the middle (as you can see the Regiments) where no real pockets are at risk to be opened up.

Small tiny units, but they can sum up at the end of the day!





Every unit does matter. Glad you are following that Strat :) It is slow but methodical.

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RE: AAR vs Opponent Nr.1 - 9/7/2021 2:33:18 PM   
HardLuckYetAgain


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quote:

ORIGINAL: AlbertN


So will try to experiment on something - instead of the traditional opening toward Kishinev for the rail, I'll try to link up the two Railyard 2 marked in red there with the mix of the Romanian FBD and the support of some RAD units (Including the 2 that will come from Norway).

I've noticed that there are some Railyard 2 in Hungary that may help push supplies through the Carpathian mountain passes and fuel a bit better freight through the main venue north of Lvov-Vinnitsa.

The rationale is that in general in the south the Soviets run, run and run further.
So if that helps catching them better ... why not.

How it will pan out it is to be seen!





Level 2 Railyards matter :). Now the crux you have is once completed what will you do with the rail repair unit to be most efficient?

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RE: AAR vs Opponent Nr.1 - 9/7/2021 6:29:54 PM   
AlbertN

 

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@ HYLA: Considering Railyards are in effect within range of 30 hexes, it should link up with the main rail north. That may leave the Odessa region starved but in Summer - up to Odessa trucks should be more than enough being all plains!

Also I may claim enemy units but I am playing with VPs here so I cannot simply always 'spend 1 turn' in encircling, and liquidating the next turn IF the pocket is not broken. Presently it's the first turns of Axis Glory - so that is afforable!

AGS Advance!

Pratically unopposed advance.

There is 1 Soviet ID in Vinnitsa that has been encircled - and I believe will be left there to hold the grounds and immolate for the grand Motherland.

Pros: Axis nets 1 enemy division shattered.
Cons: Axis begins repairing facilities in the City 1 turn later.

The Axis met only another Soviet ID, in Zhitomir. At the first hasty attack from 2 MD (one of them SS) it resisted and at the second retreated with losses worthy of a rout in ZoC without being retreating through ZoC.

Otherwise all that was met there (Barring what is encircled) are NKVD regiments and Fortified Zones.

Thus I begin to believe Seminole as well is preparing herds and flocks of the variety of Soviet tanks for a mighty counterattack.
I do not think it will be unleashed this turn though, because what I encircled here is insignificant in amount (1 HQ, 1 ID, 1 NKVD regiment that pratically shatters on combat 50% of the time).

Absence of VVS allows me also to tinker and experiment with a fully air supplied forward advance!

Also I am trying to get in combat as much as possible the SEC Divisions.
Why? - Explaining in next screenshot!




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RE: AAR vs Opponent Nr.1 - 9/7/2021 6:41:10 PM   
AlbertN

 

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Preparing Soviet Garrison rationale

Examining other TB, I can see force allocations there have a CV.
Which I assume is the most impacting detail (But I am not entirely sure, maybe it will just go by sheer numbers of personnel there! Though that is easily manipulable by issueing labor squads or the like so I doubt it's just 'how many men are there').

Some day I may try to sum it up the CV in Theather Boxes or so, to understand better how the percentages are computed.

But for now I work with that logic.

So - observing the Italian MNT divisions one can see a neat difference in CV.
Factually the 45 Morale one is under 1 CV! The one with 50 Morale is 1.25 CV pratically, and the one with 70 Morale is almost 2.50. (Here I'd argue Italians having national morale of 40 seems exceedingly low to me. I know we were not the finest and most committed to WW2... To me it smells of the typical double dip where low morale paired up with bad equipment makes units pratically beyond being useless)

Anyhow I digressed enough.
All Sicherung Division (and if you want the Hunganrian SEC brigade - that is far better off the Soviet Garrison instead of one of your SS Motorized Brigades) start with 60 or 65 morale. Which is well under your 75 National Morale.
They can gain some morale up quickly and rapidly with a few victories. Pair them up with regular infantry for T2 and T3 mopping ups, and in T1 they can also try to take over some Fortified Zones - and I believe their value in the Soviet Garrison later will be way better than if leaving them as they're!




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RE: AAR vs Opponent Nr.1 - 9/7/2021 7:22:04 PM   
AlbertN

 

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AGN - Stiffened Resistance already!

Seminole here seems to have carefully deployed - without infantries the Panzers cannot really attack (I tried elsewhere in open plain and got unacceptable losses from my perspective.)

The VVS was also there and present this time.

A(nother) detail of current game mechanics that is putting me off is how efficient are the Soviet fighters. I tried to Ground Support -1- combat, and lost the 50% of bombers (that were unescorted).

The other detail is that Panzer units are 'useless'. Either they attack regiments of NKVD or Fortified Zones, or you may as well not use them.
Will show combat the next screenshot.

Nonetheless, meager and scarce forces guarding the minor river south of Pskov caused relevant pains to the Axis to dislodge them.
The forests toward Velike Luki have a wall of Soviet infantries as well.






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RE: AAR vs Opponent Nr.1 - 9/7/2021 7:32:41 PM   
AlbertN

 

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AGN Combat 1

There - Master of High Ratings Manstein leads the attack, with artilleries, flammpanzer and a pretty much virginal Panzer Division (That anyhow wasted its CCP in long, long marches).

The Luftwaffe intervention was meaningless. -- As you can see in the Column of 'AIR', the bombers destroyed -1- Machine Gun team; and disrupted a few bits here and there.

I start to wonder if I should do tests and runs with manually set bombs.
I also may be missing a relevant detail, if I can intervene manually to pick which groups perform the ground support in each combat - but it may turn into excess of micromanagement to keep enjoyable if I've to go down there.

So - this screenshot sums up 3 of my present issues with WITE mechanics:

A) Panzer Brittleness. - At this ratio, a Panzer Division can fight across the summer whole 10-20 times. I feel that wrong - it's like the Germans just issue panzers onward.

B) How much the bombers suffer from fighters. - I do understand when the German fighters shank the Soviet bombers, that is a meant to be advantage (Even if at times casualties are like 100% of the sent out air units.)

C) Are bombers actually useful? Because right now, I just feel they could have not been used, and would not have altered the outcome of the fight. (On the other hand, Soviet bombers can just bomb the Germans freely once they're out of the fighter cover...)




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RE: AAR vs Opponent Nr.1 - 9/7/2021 7:40:36 PM   
AlbertN

 

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AGN Combat 2

While above Master of High Stats Von Manstein failed to clear an infantry division in light woods, here instead we see what on paper seems an astonishing success!

26 : 1 !!!

Only 150 men lost! Roughly the 0.5%
Only 1 gun lost! Exceptional! Well it can make sense, they shoot at distance (Albeit in Urban they get butchered due to 'close combat' but aren't artilleries shooting from afar? Though it includes mortars too. This is for another moment though)

Panzers! 5.5 %

That to me is not normal. Especially considering the type of enemy, quantity of enemy, etcetera...





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RE: AAR vs Opponent Nr.1 - 9/7/2021 7:49:19 PM   
HardLuckYetAgain


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Joined: 2/5/2016
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quote:

ORIGINAL: AlbertN

AGN Combat 1

There - Master of High Ratings Manstein leads the attack, with artilleries, flammpanzer and a pretty much virginal Panzer Division (That anyhow wasted its CCP in long, long marches).

The Luftwaffe intervention was meaningless. -- As you can see in the Column of 'AIR', the bombers destroyed -1- Machine Gun team; and disrupted a few bits here and there.

I start to wonder if I should do tests and runs with manually set bombs.
I also may be missing a relevant detail, if I can intervene manually to pick which groups perform the ground support in each combat - but it may turn into excess of micromanagement to keep enjoyable if I've to go down there.

So - this screenshot sums up 3 of my present issues with WITE mechanics:

A) Panzer Brittleness. - At this ratio, a Panzer Division can fight across the summer whole 10-20 times. I feel that wrong - it's like the Germans just issue panzers onward.

B) How much the bombers suffer from fighters. - I do understand when the German fighters shank the Soviet bombers, that is a meant to be advantage (Even if at times casualties are like 100% of the sent out air units.)

C) Are bombers actually useful? Because right now, I just feel they could have not been used, and would not have altered the outcome of the fight. (On the other hand, Soviet bombers can just bomb the Germans freely once they're out of the fighter cover...)





A single PZ division hasty attacking(with any commander) is asking for trouble. Too many variables to go wrong with a single division hasty attacking. Germans are not gods but the right combo makes them very good.

Running bombers without fighter support is suicide. If you don't have fighter support for your bombers don't run Ground support.

(in reply to AlbertN)
Post #: 28
RE: AAR vs Opponent Nr.1 - 9/7/2021 7:52:10 PM   
HardLuckYetAgain


Posts: 6987
Joined: 2/5/2016
Status: offline

quote:

ORIGINAL: AlbertN

AGN Combat 2

While above Master of High Stats Von Manstein failed to clear an infantry division in light woods, here instead we see what on paper seems an astonishing success!

26 : 1 !!!

Only 150 men lost! Roughly the 0.5%
Only 1 gun lost! Exceptional! Well it can make sense, they shoot at distance (Albeit in Urban they get butchered due to 'close combat' but aren't artilleries shooting from afar? Though it includes mortars too. This is for another moment though)

Panzers! 5.5 %

That to me is not normal. Especially considering the type of enemy, quantity of enemy, etcetera...




What is normal?

I am sure there are a ton of History buffs here that can attest to Germans losing a ton of tanks by Dec 41. To me, 15 German tanks & 156 Infantry looks really good. But I am sure people much smarter than me can chime in.

(in reply to AlbertN)
Post #: 29
RE: AAR vs Opponent Nr.1 - 9/7/2021 8:14:53 PM   
AlbertN

 

Posts: 3693
Joined: 10/5/2010
From: Italy
Status: offline
@ HYLA: I do not perceive it normal because I feel that at this ratio the Panzer cannot really be used. Due to lousy production (which is the easiest thing to model at historical level with 'produced numbers' at hand even if that will never account for 'omg lost more tanks, need more tanks as replacement' or 'resource gluts' that can potentially happen).

I look at it purely from a gameplay perspective.

AGC: Painting Fun

I think this may a rare occurrence for me as my artistic skills suck!
And time is oft a constraint.

While waiting for the Infantry Divisions to move up (and I've to determine if to move at max speed or leave some SMP each turn to allow some rebuinding of CCP) the Panzers and Motorized assets proceed onward.

Some divisions are shoved away but combat is limited, it costs a lot of MP to attack across rivers.
The advance toward Gomel too has reached a full stop - having decided there to let just the GD and SS fight, and the Panzer Division of the AK is building CCP up. That spot is also the closemost to the INF so hopefully next turn if Seminole sticks where he is, IDs can open it for mobile forces.

Red Lines are known Soviet Positions - including of 2 formations that are isolated or otherwise ZoC'ed
Yellow Lines are expected and suspected Soviet Positions to be.

VVS not present here, air supply gets through en mass but anyhow a whole JG AOG is already in the zone and operational.
A SG AOG is also issued for close ground support on need next turn - maybe Stukas are better than Ju88 at hitting things!




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