Axis Turn Checklist (Full Version)

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JKLilly -> Axis Turn Checklist (8/28/2011 8:36:38 PM)

I've reviewed the forum on this but didn't immediately see it. Does any experienced Axis player have a checklist of things he does each turn, in what order. I think I need to learn to be more methodical.




heliodorus04 -> RE: Axis Turn Checklist (8/28/2011 10:29:26 PM)

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.




CarnageINC -> RE: Axis Turn Checklist (8/29/2011 2:49:07 AM)

Don't forget to pay attention to your units with withdrawal dates, make plans to cover their sectors.
Know your weather, the mud and blizzard will wreak havoc on a drive.  prepare ahead of time for these.




Jakerson -> RE: Axis Turn Checklist (8/29/2011 11:28:38 AM)

I do most important things first. In game of this scale it is easy to forget something but if I do important move first if I forget something it is most likely not game stopper thing. It happens for everyone I think I just try to minimize risks.

I do always some bigger plan witch I try to complete this makes it more easier to see witch things are more imporant and witch are not and also decide your moves.

My turn order is

1. I check what happened during opponent turn and recon flights.
2. I do ground operations.
3. I move air bases and transfer air units if needed between bases and between national reserve. How I move them is what is my grand plan is what I want to do. I always plan my air use for longer operations this is why I do it last. Also I do not want to waste air units mileage before ground moves are done.
4. I fine tune units modes between refit mode, ready mode and reserve mode. I also reallocate SU's if needed to better support my grand plan what ever it is.







PeeDeeAitch -> RE: Axis Turn Checklist (8/29/2011 2:43:17 PM)

If sustaining a panzer drive early one - Fly resupply with bombers at the start of the turn.




Jakerson -> RE: Axis Turn Checklist (8/29/2011 4:12:55 PM)


quote:

ORIGINAL: PeeDeeAitch

If sustaining a panzer drive early one - Fly resupply with bombers at the start of the turn.


I always do this last thing on the turn. This way I could better know witch of my panzer divs are in best position to keep exploiting with extra fuel I air transport to them. Reason I use air transport is making sure that those panzer divisions that are moving behind lines have littlebit extra fuel at next turn.

Other reason is that I dont want waste mileage of my fighters until I have done all ground combat. I never use air transport without fighter cover they get massacred if they are intercepted without fighter cover.




Peltonx -> RE: Axis Turn Checklist (8/29/2011 4:55:43 PM)

1. A drink
2. Bag of chips.
3. HQ up
4. CHARGE [:@]

I forgot the most important thing!

Turn on wife agrro equipment [8D]

Pelton




Jakerson -> RE: Axis Turn Checklist (8/29/2011 8:25:54 PM)


quote:

ORIGINAL: Pelton

1. A drink
2. Bag of chips.
3. HQ up
4. CHARGE [:@]

I forgot the most important thing!

Turn on wife agrro equipment [8D]

Pelton


[:D] I have to turn on my GF aggro equipment. My girl friend nags me all time playing too much this game. I was forced to use headset becouse of all that war sounds drive my gf on aggro mode! Now she is puzzled why I laugh so much behind my computer.

Fact is that I am hooked for WITE and havent played much other games since I got this game. [:D]




Aussiematto -> RE: Axis Turn Checklist (9/3/2011 5:09:05 AM)


quote:

ORIGINAL: Jakerson


quote:

ORIGINAL: PeeDeeAitch

If sustaining a panzer drive early one - Fly resupply with bombers at the start of the turn.


I always do this last thing on the turn. This way I could better know witch of my panzer divs are in best position to keep exploiting with extra fuel I air transport to them. Reason I use air transport is making sure that those panzer divisions that are moving behind lines have littlebit extra fuel at next turn.

Other reason is that I dont want waste mileage of my fighters until I have done all ground combat. I never use air transport without fighter cover they get massacred if they are intercepted without fighter cover.


This is something I struggle with. AFAIK, if you aerial resupply the panzers BEFORE they move, then the fuel you've given them can be wasted because, as they move, they can't take it with them (or, perhaps, can't take all of it with them). I may be wrong - can someone clarify this? (I am sure it's not yes/no, so if we could get a few views I'd be happy). One alternative might be to resupply HQs (which have lots of trucks) before they move - and then let the HQ distribute the fuel. The alternative is to turn off ground support and try to have some long range bombers left but that is less efficient and risky. So, I'd love to resupply first up but just want to be sure that precious fuel won't get left sitting on the steppe... help! :)




cherryfunk -> RE: Axis Turn Checklist (9/3/2011 3:10:52 PM)

One thing I've started doing which has helped immensely at the end of the turn is to make my moves Corps by Corps -- meaning that I start with a particular Corps, move its units, make any administrative changes, then move up its HQ to command range, before moving on to the next Corps. (Note this is playing Axis, I imagine you'd go Army by Army for the Soviets.)

This way, instead of having to spend half an hour sorting out all my HQs at the end of the turn, most of them are already in position.
 




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