RE: FitE Red Army turn 32 (Full Version)

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Telumar -> RE: FitE Red Army turn 32 (11/17/2006 8:36:07 PM)

quote:

ORIGINAL: SMK-at-work

Oh and by "in the line" I mean wherever it is I've decided to make a "stand" - currently i've got a fairly solid line (1-2 deep) along the Dneipr south from where it bends by Smolensk to Kiev. South of there armies are building up at the major crossing points and the line is slowly being filled in as units to the west of the river delay the evil fascists as much as they can.

I have a solid (3-deep) line across the "land bridge" between the Dneipr and Dvina, with 2 complete armies and a mechanised corps.

North of the Dvina I am also building a line up to Pskov - it is incomplete but the terrain and sacrificial units are holding up the invader as armies are coming up. North of Lake Peipus fortified units and a small field army have dug in along the Narva River.

In Finland the foolish fascist puppet Mannerheim left Hango undefended, and NKVD police units have swarmed into central finland rounding up anti-party activists and other undesirable types. This has forced withdrawl of finnish troops from the front, and the Red Army is surging to victory across the Karelian isthmus. This may have to come to a premature halt if troops aer withdrawn to defend Lenningrad, but we are striving to achieve as much as possible befoer this becomes necessary and at least the Finns will be of little importance for the rest of the war![:)]


You're on turn 17? Either your delaying tactics are incredibly good, your opponent advances too timid or i am pushing my Wehrmacht too ruthless... I am at turn 6 as the Axis, spearheads are at the gates of Pskov, have captured Velikjie Luki, are eight hexes in front of Smolensk, have taken Mogilev, are 6 hexes in front of Gomel and have entered Kiew. Blitzkrieg at its best.
Well, it all depends on how many units your opponent is willing to sacrifice for delaying operations.




Monkeys Brain -> RE: FitE Red Army turn 32 (11/18/2006 12:55:35 PM)

quote:

ORIGINAL: Telumar

quote:

ORIGINAL: SMK-at-work

Oh and by "in the line" I mean wherever it is I've decided to make a "stand" - currently i've got a fairly solid line (1-2 deep) along the Dneipr south from where it bends by Smolensk to Kiev. South of there armies are building up at the major crossing points and the line is slowly being filled in as units to the west of the river delay the evil fascists as much as they can.

I have a solid (3-deep) line across the "land bridge" between the Dneipr and Dvina, with 2 complete armies and a mechanised corps.

North of the Dvina I am also building a line up to Pskov - it is incomplete but the terrain and sacrificial units are holding up the invader as armies are coming up. North of Lake Peipus fortified units and a small field army have dug in along the Narva River.

In Finland the foolish fascist puppet Mannerheim left Hango undefended, and NKVD police units have swarmed into central finland rounding up anti-party activists and other undesirable types. This has forced withdrawl of finnish troops from the front, and the Red Army is surging to victory across the Karelian isthmus. This may have to come to a premature halt if troops aer withdrawn to defend Lenningrad, but we are striving to achieve as much as possible befoer this becomes necessary and at least the Finns will be of little importance for the rest of the war![:)]


You're on turn 17? Either your delaying tactics are incredibly good, your opponent advances too timid or i am pushing my Wehrmacht too ruthless... I am at turn 6 as the Axis, spearheads are at the gates of Pskov, have captured Velikjie Luki, are eight hexes in front of Smolensk, have taken Mogilev, are 6 hexes in front of Gomel and have entered Kiew. Blitzkrieg at its best.
Well, it all depends on how many units your opponent is willing to sacrifice for delaying operations.


That's the only way to beat ruskies in this game. no rest, no sleep, only 2 hours like German soldiers did :)
rotating tired units helps a lot, I didn't have to beat my red status units forward except sometimes when it is really nececary. Velikie Luky is very important, many times Russian players let it be captured almost without fight.




SMK-at-work -> RE: FitE Red Army turn 32 (11/19/2006 3:03:34 AM)

I think my opponent is too cautious perhaps - but I also have doen a lot of work to slow him down - my rear guards are only ever a division - invariably defending a road or rail river crossing that's been blown. If I see a "red" unit in his line I'll attack it, and any mobile units such as KGB or reccee are swiftly sacrificed to cut supply to his leading units. I've only made 5 "stands" as such - one each ar Riga and Minsk, one at the line of hills south of hte Pripet marshes - another a few hexes west of Kiev, and at Odessa - only Odessa still exists, and that only becuae he hasn't really attacked it.

Otherwise it's been "flee for the rivers" - Stalin would probably have me shot!




larryfulkerson -> RE: FitE Axis turn 27 (12/4/2006 10:51:06 PM)

quote:

ORIGINAL: SMK-at-work
Why do you put railway guns in Tactical Reserve??!![&:][&:]


So that they might fire in support of attacks within their range. It's either that or assign them a hex to attack directly, so....




SMK-at-work -> RE: FitE Axis turn 27 (12/4/2006 11:44:33 PM)

That's interesting - do they contribute 1/2 their combat value to all attacks within rage or something - sort of like dug in guns do for any defences within their range?




larryfulkerson -> RE: FitE Axis turn 27 (12/5/2006 4:02:35 AM)

quote:

ORIGINAL: SMK-at-work
That's interesting - do they contribute 1/2 their combat value to all attacks within rage or something - sort of like dug in guns do for any defences within their range?


I have no proof but that is my understanding....1/2 of their value unless assigned to a dedicated attack.




FaneFlugt -> RE: FitE Axis turn 27 (12/6/2006 12:10:53 AM)

So railways guns shouldnt dig in to give supportive fire?

I thought raiway guns were like ordinary artillery! where did you dig up this info?




larryfulkerson -> RE: FitE Axis turn 27 (12/6/2006 12:48:40 AM)

quote:

ORIGINAL: FaneFlugt.DK
So railways guns shouldnt dig in to give supportive fire?

I thought raiway guns were like ordinary artillery! where did you dig up this info?


I'm not sure where I heard about using Tactical Support on Railway guns and I HAVE been known to dig them in so they can support attacks but it's my understanding that either way they will fire in support. Somebody correct me please. I'm always looking for ways to be a better player.




SMK-at-work -> RE: FitE Axis turn 27 (12/6/2006 1:22:23 AM)

I've just read something in hte TOAW II manual - it says that all air units with combat support orders, all naval units, and all artillery units that do not have mobile deployments can add half to every combat in range - provided they pass a communicatoin check and are co-operative (page 54, long range supporting fire) so it seems you are right - but it should also work for dug-in/entrenched/fortified artillery.

I shall have to try it! :)




Karri -> RE: FitE Axis turn 27 (12/6/2006 2:59:06 AM)

If you're attacking it's naturally smarter to place the artillery units on tactical reserve, since then they can move if the attack succeeds. Digging in eats the movement points...




larryfulkerson -> RE: FitE Axis turn 32 (12/6/2006 3:54:55 AM)

Come to think of it, I think I did learn about the technique of setting Railway guns on TR from Karri.  He's taught me a great deal of good stuff through the games he and I have played.  As we speak Karri and I are in the midst of fighting WWI, it's spring 1915 and already he's winning ( as the Germans ) .




Karri -> RE: FitE Axis turn 32 (12/6/2006 9:11:44 PM)

Winning? hardly, i'm about to break the russians...no wait, I'm actually about to make a breakthrough in their frontline...still a long way from defeating them, and already I have 'eaten' my rifle squad replacements for the next 50 or so turns.

But I gotta admit, you're the best opponent(learnt the most playing against you, neither ever drops out etc) I've ever had.




SMK-at-work -> RE: FitE Axis turn 32 (12/6/2006 11:45:30 PM)

Thanks for the tip guys - tried it vs the AI in a gamer last night, and lo and behold what a diference it makes!!  My opponent in FiTE is going to have a much harder time of it now....of course so will I if he's reading this! :)




FaneFlugt -> RE: FitE Axis turn 32 (12/7/2006 12:10:35 AM)

Did your test include artillery as well as Raiwayguns?




SMK-at-work -> RE: FitE Axis turn 32 (12/7/2006 12:50:33 AM)

Actually it was all artillery with no railway guns! :)




larryfulkerson -> RE: FitE Axis turn 32 (12/7/2006 7:04:17 AM)

quote:

ORIGINAL: SMK-at-work
Actually it was all artillery with no railway guns! :)


I should think it would work that way with any kind of artillery.




larryfulkerson -> RE: FitE Axis turn 32 (12/24/2006 8:46:29 PM)

Okimaw reports that real life has interfered to the extent that continuing the game would be problimatic, problomatic, prob....would be a problem.  So I guess the game is officially declared abandoned.

Just thought you'd like to know.

Merry X-mass.




SMK-at-work -> RE: FitE Axis turn 32 (12/25/2006 12:03:34 AM)

That's a shame but real life often does that!

Thanks for all the reports and the entertainment - you've been very helpful to my own game of FitE[&o][&o]

I hope y'all have a great christmas and new year despite everything! [:)][:)]




Zap -> RE: FitE Axis turn 32 (12/27/2006 2:38:28 AM)

I was dissapointed to hear but thanks, it was a good chance for me to get a tatste of the game.




golden delicious -> RE: FitE Red Army turn 32 (1/30/2007 6:55:05 PM)


quote:

ORIGINAL: Rob_Adamson

Historically, they just kept slugging on at a reduced and inefficient pace, but I guess that would be too difficult to model with the engine.


If we could edit movement bias by event, it could be reduced progressively as the mud gets worse, then brought back to normal as it dried. Supply radius would also have to be slashed- but this is already possible.




golden delicious -> RE: FitE Red Army turn 32 (1/30/2007 7:09:35 PM)


quote:

ORIGINAL: Monkeys Brain

rotating tired units helps a lot,


Yeah. One wants to have, say, a third of the panzer divisions resting at any one time. That way you can ensure that you will still have fresh mechanised units in the future.




Telumar -> RE: FitE Red Army turn 32 (1/30/2007 8:10:18 PM)


quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: Rob_Adamson

Historically, they just kept slugging on at a reduced and inefficient pace, but I guess that would be too difficult to model with the engine.


If we could edit movement bias by event, it could be reduced progressively as the mud gets worse, then brought back to normal as it dried. Supply radius would also have to be slashed- but this is already possible.


Totally agree with my proposition at TDG.




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