hgilmer3 -> RE: How have you done on Road to Minsk? (12/17/2010 12:31:47 AM)
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ORIGINAL: GBS In three tries I have one minor loss and two draws. I not very good yet because it's hard to plan until you understand whats happening and why. But I'm improving. One note...the panzers are so powerful and so mobile that they tend to really out run well everything. Understanding a way to keep them supported and supplied is crucial....just like the real thing. This is the hardest war game I have ever tried to play correctly...and I say that as a good thing. I played it 10 times and lost 8. Then got 1 minor victory. Then I got a major victory. On the first turn I try to create the big pocket between Minsk and my front lines, and then a smaller pocket between the big pocket and Minsk. I make sure I do airdrop (if possible) then recon, first thing every turn. TURN 1 I use only infantry units to break out on turn 1. Down in Brest Litvosk, I work my infantry units to the point that I can get 5 infantry units in on a deliberate attack. That usually frees that city up. Once I have a 3 hex wide break in Soviet lines, I take my furthest away from front line mobile unit, whether it be mechanized, panzer, or whatever and I move it through on a rail line. I make judgments of how they attack based on what they face. But, by using the furthest to the closest, I "leapfrog" the mobile units. If I do it right, on the first turn I have created 2 pockets and I have 2-3 mobile units right next to Minsk. On Minsk, I usually can only conduct hasty attacks at this point still in turn one, which I do with at least 2 units. I know I will not win those battles, but the objective is to reduce the fort to 0. The Southern Panzers and mechanized units go towards Minsk on the Brest Litvosk to Baronanichi line, then straight East from there along the rail line through Kopyl, Slutsk, and Starye Dorogi. In the North, I make sure I take Kaunas and Vilnius on the first turn. Then I follow the rail from Vilnius to Minsk. As I'm doing this, I'm making sure to widen the "swath" of hex control I have with each succeeding Panzer unit, whenever feasible. 2ND TURN. I make sure Minsk is pocketed by defeating every unit around Minsk, but don't attack Minsk. Once Minsk is isolated, I start all mobile units around Minsk East toward Mogilev. (I haven't rethought that strategy, yet, so I was planning on revisiting whether I use mobile to clear out around Minsk). The Southen Panzers and Mechanized, I keep going East through...Osipovichi and Bobruisk. At this point, you can almost walk into Schlobin for one of the East border objectives. The Panzers from Minsk should be able to take Mogilev on the 3rd turn. Infantry mops up pocketed units on turn 2 and makes the pocket more secure, if needed, and also making sure to get a lot of them as close to Minsk as possible. 3RD TURN Take Minsk with infantry in range, probably the ones coming from the Northern sector that are marching just to the South of Kaunas and Vilnius. Finish up attack on Mogilev. Finish up Schlobin if the AI moved some units into Schlobin. Sometimes it is completely undefended. NOTES: Taking Brest-Litvosk, Kaunas, Vilnius, Minsk, Mogilev, and Schlobin will give you a Major victory. There's a strategy, of course, to take some of the Northern Panzers straight through never stopping and keep going to Vitebsk. If successful, you can take all 3 objectives on the East Border and will give you the highest victory total since you'll have take all objectives. I never played another Minsk after the major victory because I had played it 10 times and never cared to play it more to get the Full Victory. You have to make sure your HQs are close enough to your panzers and mechanized. This is one of the keys. There's one corps in the South that has a mix of infantry and panzers. If you move the panzers the furthest they can go you won't be able to have all the units in HQ range because they'll be too far from the infantry. What I do is re-attach the infantry in that corps to the 2nd panzer which is a mostly infantry, I believe. That way you can more thoroughly use your panzers. If you hit your rolls, I think it cost 4 Admin points. If you miss one roll, it will cost you 6 admin points. You have enough to cover that.
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