RE: Supply points needed around Wert (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III



Message


larryfulkerson -> RE: Supply points needed around Wert (9/26/2010 2:04:36 AM)

Here's the next collection of AARs.......this one for turns 26 through 30:

http://www.fileden.com/files/2009/12/14/2688812//AF AARs game 2 turns 26 - 30.zip




sPzAbt653 -> RE: Supply points needed around Wert (9/26/2010 2:13:57 AM)

Good advice. I'll put some supply in the Weert area, and if Antwerp is taken it will be affected. Checking your save files, I think I'll also do something to help the Canadians. They seem to have arrived at the wrong place at the wrong time.




larryfulkerson -> RE: Supply points needed around Wert (9/26/2010 11:31:36 AM)

quote:

ORIGINAL: sPzAbt653
...I think I'll also do something to help the Canadians. They seem to have arrived at the wrong place at the wrong time.

I hadn't noticed a problem with the Canadians....what was the problemo?




sPzAbt653 -> RE: Supply points needed around Wert (9/26/2010 7:46:55 PM)

The problem I created with the Canadians is that they arrive in the nick of time to save the day, but in a location where they are most likely cut off from supply by Obergruppenfuhrer Fulkerson! And the 53rd Welsh Infantry Division, which I tasked with protecting that supply line to Antwerp, doesn't appear to be up to the task.

However, as I am still cranky about placing supply points, I think I have a different idea as to how to remedy the situation. A revised 7.0 will come your way this week. [:D]

[image]local://upfiles/24850/83BFE7220445475DBB732FFF0BBD79E7.jpg[/image]




larryfulkerson -> turn 37 (9/26/2010 8:32:47 PM)

Here's the front lines early in turn 37.  I've captured Brussles and some other west border burgs and the Allies are still coming at me in bits and pieces, wihch is one of the fortunate events of this scenario.  As long as I can kill them faster than they can arrive I think I may have it made.  The British Armour division tasked to protect Antwerp arrived too late to take over the city and I'm in the process of reducing the defenders, etc.

[img]http://www.fileden.com/files/2009/12/14/2688812//game 2 turn 37 front lines.GIF[/img]




sPzAbt653 -> RE: turn 37 (9/26/2010 9:06:21 PM)

You've done way better than my last try at this point. It seems that concentrating on eliminating the Allied units in the Aachen area first is the difference. The Aachen area always seems too tough and time consuming to me, congratualtions on an excellent job! [&o]

[image]local://upfiles/24850/B473AD23019B4606A1813053FF65EE6E.jpg[/image]

The screen shot is from my turn 37.




larryfulkerson -> RE: turn 37 (9/27/2010 3:47:08 AM)

quote:

ORIGINAL: sPzAbt653
It seems that concentrating on eliminating the Allied units in the Aachen area first is the difference.
The Aachen area always seems too tough and time consuming to me, congratualtions on an excellent job!

So um.....I remembered the tough times I've had going through the Aachen area before so I thought I'd try sending some Panzers through there and so the first theater option I sent to the "middle" and the next theater option I sent to "north" because I remembered that huge British armour unit that I can't seem to be able to stop.

This is about the 10th time I've been though this exercise ( as the Germans ) and I think maybe I'm getting better at it.

I was thinking of maybe doing the next playtest of this bad boy as PBEM even if I have to watch both playbacks each time ( LOL ). That way we'd have a save file of each turn and the beginners can see what I moved when and in what order etc. Also, I'd have an archive of each move I made that way. What do you think of that idea?




larryfulkerson -> RE: turn 37 (9/27/2010 1:43:25 PM)

Here's the next collection of AARs:    This one is for turns 31 through 35 and I've included some SAL files in the zip:


http://www.fileden.com/files/2009/12/14/2688812//AF AARs game 2 turns 31 - 35.zip




larryfulkerson -> RE: turn 37 (9/27/2010 6:04:48 PM)

Here's the next collection of AARs.  This one is for turns 36 through 40 and there's some SAL files in the zip file as well.

http://www.fileden.com/files/2009/12/14/2688812//AF AARs game 2 turns 36 - 40.zip




larryfulkerson -> RE: turn 37 (9/28/2010 7:33:44 AM)

Here's the mini-movie for turns 1 - 10:




[image]local://upfiles/16287/C4103F9704AC4F31B095AA9B32E52554.gif[/image]




larryfulkerson -> RE: turn 37 (9/28/2010 7:37:54 AM)

Here's the mini-movie for turns 11 - 20:




[image]local://upfiles/16287/2EC108AEAF9746288B0BCBD91FB780FB.gif[/image]




larryfulkerson -> RE: turn 37 (9/28/2010 7:44:52 AM)

Here's the mini-movie for turns 21- 25:



[image]local://upfiles/16287/E1AA2503B66A41B49247C28CCE9A4FFA.gif[/image]




larryfulkerson -> RE: turn 37 (9/28/2010 7:45:22 AM)

Here's the mini-movie for turns 31 - 40:

[image]local://upfiles/16287/59E0F65C670F46B19362C7318F3E3FBB.gif[/image]




larryfulkerson -> RE: turn 37 (9/29/2010 4:07:11 AM)

Here's the next installment of AARs.  This one is for turns 41 through 45:

http://www.fileden.com/files/2009/12/14/2688812//AF AARs game 2 turns 41 - 45.zip

I'm beginning to wonder if anything further can be gained from this playtest.  But I do kind of itch to clear the map of Allied forces.




sPzAbt653 -> RE: turn 37 (9/29/2010 5:24:30 AM)

Run the Map ! I always think this is kind of the ultimate goal. Then you can withdraw your formations to the Eastern Front and sit back on the defensive in the West while the Allied coalition falls apart ! Zieg Heil !




larryfulkerson -> RE: turn 50 (9/29/2010 4:57:48 PM)

Here's the AAR collection of turns from 46 through 50:

http://www.fileden.com/files/2009/12/14/2688812//AF AARs game 2 turns 46 - 50.zip

I'm thinking this game might be done with by turn 60 or so. And I'm including some SAL files also.




sPzAbt653 -> RE: turn 50 (9/29/2010 5:27:55 PM)

quote:

I'm thinking this game might be done with by turn 60 or so.


I agree you should go to turn 60 or so, just to withdraw the units you get TO's for to see if anything developes. It might also be interesting to not withdraw the units to the East Front and see if you end up loosing by VP's. You can probably save it at turn 50 so that either one of us could spend the time playing it out either way to see what the result is. [&o]




larryfulkerson -> RE: turn 52 (9/29/2010 5:48:43 PM)

Um......I'm already past turn 50.......and here's an interesting bit of Autumn Fog trivia.........I don't remember seeing the news blurb that announced that some Panzers needed to head east.  Well, I did see the news blurb for the 6th Panzer but not for any of the others.  And then the next thing I see is this:

So the next thing I'm thinking is that I've "paid for" the use of the Panzers so unless there's a penalty levied each turn I'm thinking I may as well just keep the Panzers and use them.


[image]local://upfiles/16287/563C449BF3ED45CDA200A64422163E99.gif[/image]




sPzAbt653 -> RE: turn 52 (9/29/2010 8:11:13 PM)

quote:

I don't remember seeing the news blurb that announced that some Panzers needed to head east.


You got the news. Because it is all explained in the breifing, I didn't want to waste a lot of space trying to reiterate the situation in the news lines. Instead, I gave a hint.

You are correct that you paid for the use of the panzers, and if you have accumulated enough victory points, you may survive the +10 to the Allied side that will happen each turn for each formation that you keep away from the East Front !

[image]local://upfiles/24850/0B33FE9FCCB6461CA91C3AE49ECB1D62.jpg[/image]




larryfulkerson -> RE: turn 60 (9/30/2010 1:35:35 AM)

Here's the last installment of AARs for game 2.  It's for turns 51 thru 60.  I declare this game finished even though there's just one more Allied unit to destroy.  I have no doubt that I'll get him eventually.

http://www.fileden.com/files/2009/12/14/2688812//AF AARs game 2 turns 51 - 60.zip

Next stop is game 3 where we playtest the new version ( 7.0 ) of Autumn Fog for the change to the German PO.  Stay tuned for news.




larryfulkerson -> turn 1 of game 3 ( GERMAN PO ) (9/30/2010 1:47:43 AM)

I had planned on trying to play a PBEM game ( both sides ) and let the GERMAN PO play the german side but NOOoooooo.  The PO mode is disabled for PBEM play evidently.  So I'll have to hot-seat it again.  No biggie.




larryfulkerson -> RE: turn 1 of game 3 ( GERMAN PO ) (10/13/2010 2:13:30 AM)

I started game 3:  a playtest of the Autumn Fog version 7.0+ changes to the German PO.

Here's the first 5 AARs:

http://www.fileden.com/files/2009/12/14/2688812//AF AARs game 3 turns 1 - 5.zip

Here's the mini-map view of the moves for the first 7 turns.

[image]local://upfiles/16287/BC68295AF91A46FEA0EDDB08E5385810.gif[/image]




murphstein -> More AF44 Questions... (2/16/2013 6:53:34 PM)

A final point on the airfield attacks -- Elmer is raiding airfields at night, but only with his night fighters.

The nit about garrison mode AA units is that, for the Rhine bridge-protection units, once they're bombed and "dug out" there's no way to put them back into a defending mode (no digging in or TR option). I suspect that's not something that's easy to fix, given how garrison mode works.

I'm past T50 as the Axis against Elmer and mopping up the far side of the Meuse before going after Patton; but don't know how to withdraw the SS/HG/GD Panzers manually, to send them East... ;-(

Disbanding doesn't seem to be the right choice. Do I have to drive them to an east-edge supply point and do something special? I've got some bridge repair units back there, sitting on supply points and ready to fix bombed Rhine rail crossings, but their right-click menus don't show any useful choices.

The 10VP-per-formation-per-turn "panzer penalties" start with T52, which is also when I get the TOs to withdraw them that way; just curious now, since most of them have been sitting around drawing supplies and drinking beer for several turns around Liege.





sPzAbt653 -> RE: More AF44 Questions... (2/17/2013 12:14:55 AM)

quote:

Elmer is raiding airfields at night, but only with his night fighters.


Neat, Elmer is smart after all.

quote:

The nit about garrison mode AA units is that, for the Rhine bridge-protection units, once they're bombed and "dug out" there's no way to put them back into a defending mode (no digging in or TR option).


Yes, I've mentioned this in the past. It seems like instead of losing status, they maybe should go into reorg. Just my opinion.

quote:

... how to withdraw the SS/HG/GD Panzers manually, ... I get the TOs to withdraw them ...


Um, you pick the TO to withdraw the formation. Either I or you are missing something simple here, lol.




murphstein -> RE: More AF44 Questions... (2/17/2013 12:27:56 AM)

OK, I get told (like back on T40) that the Panzers are needed in the East. OK, being a good German, I follow my orders.

By T48, I've disengaged them all, have them rested and resupplied, and have them sitting in cities with good rail connections to my east-edge supply points.

I could ORDER them to withdraw during any turn from about 48 to 52, before the TOs becoming active and before I get dinged 100 points for NOT having withdrawn them.

Instead, I leave them swilling beer until the TOs become available, which is AFTER the penalties have been assessed for the first time. OK, so it's only 100 points, no big deal.

But my question is this: Is there a way to "withdraw" units prior to the TOs becoming active? Tiller's ACW games make you move to a map edge on a road and then gives you a new menu option to do this...

I've read that "disbanding" is not at all same thing... and god forbid I should cheat Elmer by putting all those tanks back in my replacements pool...

Plus I suspect if I disbanded those divisions ahead of the TOs, I'd get penalized every turn for NOT having them available to withdraw... ;-)

dpm




sPzAbt653 -> RE: More AF44 Questions... (2/17/2013 10:22:34 PM)

quote:

I get told (like back on T40) that the Panzers are needed in the East.


Actually on turn 43-47. I feel that before any withdrawal of forces there should be a warning.

quote:

By T48, I've disengaged them all, have them rested and resupplied, and have them sitting in cities with good rail connections to my east-edge supply points.

I could ORDER them to withdraw during any turn from about 48 to 52, before the TOs becoming active and before I get dinged 100 points for NOT having withdrawn them.

Instead, I leave them swilling beer until the TOs become available, which is AFTER the penalties have been assessed for the first time. OK, so it's only 100 points, no big deal.


Oh yes, the VP penalties start the same turn that the Theater Options appear. Good catch, I will fix that. But there is no need to disengage, rest, resupply, nor sit in cities on rail lines. I don't know where you get these ideas from.

quote:

Is there a way to "withdraw" units prior to the TOs becoming active?


No. But you can certainly move them out of the line before the TO's, as I think most players would. The whole point is to avoid the surprise of VI SS Pz Armee disappearing off the map with no warning.

quote:

Tiller's ACW games make you move to a map edge on a road and then gives you a new menu option to do this...


Sorry, but I have to state the obvious here - this isn't Tiller's ACW, and nobody ever said it was.

quote:

I've read that "disbanding" is not at all same thing... and god forbid I should cheat Elmer by putting all those tanks back in my replacements pool...

Plus I suspect if I disbanded those divisions ahead of the TOs, I'd get penalized every turn for NOT having them available to withdraw... ;-)


I feel that you have overthought the withdrawal aspects in this scenario, but not put enough thought to the option of disbanding the units. If you disband those units they will all go into the reconstitution que, therefore sucking up all of their own disbanded equipment. Their location off map does not preclude them from being withdrawn by the TO's.

A gamey player may consider themselves quite smart by disbanding all those units on turn 51, then withdrawing them by TO on turn 52. I say go for it if it makes you feel good.




murphstein -> RE: More AF44 Questions... (2/18/2013 12:46:30 AM)

Thanks for the info. Not complaining, and enjoying the solitaire game play immensely. I just figured, in my ignorance, I had missed something fundamental, like a Withdraw Unit menu option somewhere.




sPzAbt653 -> RE: More AF44 Questions... (2/18/2013 7:40:39 AM)

quote:

... enjoying the solitaire game play immensely.


Glad to here that, as several of us put a lot of time into making the PO decent. Thanks again for the comments.




Page: <<   < prev  12 13 14 15 [16]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.25