heliodorus04 -> RE: Axis Turn Checklist (8/28/2011 10:29:26 PM)
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Well, this is how I start: 1) Examine my lines all across the front and see what the general picture is. 2) Open commander's report and check all aircraft for damage levels, morale problems, and fatigue issues. Move to NR aircraft that need rest. 3) Move forward all FBD rail repair units (unless enemy presence dictates otherwise). Once you forget an FBD unit over 2 successive turns, you'll make that a high priority to do early. 4) Check reinforcements on the western edge of the map, and move them unless you expect to have rail bottleneck problems, or you don't want to move them overland (sometimes you're fine moving things overland) Early Turn Air Stuff: In addition to the above, before you do ANY attack that might involve your aircraft flying (intercept or ground support), prepare yourself for the air missions that must be done first. For me these are: a) Resupply of forward ground units via bomber airdrop (only bombers are restricted to 1st sortie of turn for resupply, and bombers are VERY useful in this capacity for the German) b) Ground unit attack (by air only) c) City (factory, etc.) bombing (which I hardly ever do) d) Decide if you want to bomb airfields or not, and whether you want to bomb them early in the turn or late in the turn, or ad hoc END OF TURN 1) Check all divisions, corps, and armies for the DtHQ column (distance to HQ) of the commander's report! Sometimes you know you have units far away from HQ, but sometimes you forget to move an Army HQ and you fail a bunch of morale checks and are a sad panda.
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