heliodorus04 -> RE: Helio's Axis AAR (v Cannonfodder Soviet) (10/17/2011 5:45:55 AM)
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So if you’re reading this, I’d ask you to be gentle with criticisms of my play (I’m easily demoralized!). I had a damn problem this turn here, and that is my Rail Choice 1 line. I have 2 FBDs down in that corner of the mountains. He has pretty strong units down there, and while I saw a method of getting down there (crossing 2 hexes NW of Vinnitsa) when I got to that corner unit, it turned out to be detected (level 7) with 22 defense CV and that plan was over. I had felt I could encircle 8 divisions in there, but that anchor on the corner made me drive toward Kiev instead. I did some conversion to the SE of Vinnitsa to threaten. I at least need him to move out of there, and I’m sure he will. I do not know if I’m in range for buildup next turn, but if I am not, next turn I will fix my positions so that Turn 5 can be build-up turn. I’m relatively sure I got it right with what I did cutting the travel distance from Romania to Proskurov. If he were to put some ZOCs on the edge there, he could actually prevent me from using Buildup, I’m pretty sure. Also, I decided to try something different: given how great leadership is in 1 Panzer Group, I attached the 4 divisions at the edge of the Kiev area into 1 Panzer Group directly (and flew fuel to the HQ). The idea is that next turn, these guys will have more fuel than if they were serving under lesser leaders. They’ll run around attacking peripheral units, with the goal of reaching the end of the turn back under one of the panzer corps that can use HQ buildup. Meanwhile, since 14 Panzer Corps is rather poorly lead, this move freed it from subordinates, and I raced it down to 11.Army area in case next turn I can get an encirclement down that way – if I can then that HQ will be ready with an HQ buildup. One can argue that Buildup is being abused, but so is Soviet hindsight. I like HQ buildup because it’s the best way for Germany to accomplish “deception.” It’s the only way to hastily change your attack avenues and to throw the Soviet off balance. If you can’t throw the Soviet off-balance, there’s no point in playing Germany. If other people have better ideas for throwing the Soviet off balance when hindsight enables them to avoid the many mistakes Stavka made historically, I’m willing to listen and replace buildup with the workable ones. So that’s the basic SitRep at the end of turn 3. Now I’m going to discuss gamesmanship. Oh, except I withdrew units from Southern Romania and I see he has 1 brigade across the Danube, and I’m hoping the rulebook is still correct that Romania can’t be knocked out of the war until after 1942 starts…. Otherwise this will be a VERY short AAR, as I’ll have to resign if he knocks out the Smurfs (they’re blue and stupid) of the Romanian Army. Morale Generators This game, I am making a super-conscious point to raise all morale to the minimum threshold levels. The idea is to ensure that divisions entering enemy terrain pay the lowest possible cost for moving through it. After asking on the main forum where these threshold cutoffs were, here’s the answer I got: Morale level & Cost Penalty for entering enemy hexes (or those that were enemy at start of turn even if currently ‘pending friendly’): 86+ morale pays 1 additional MP per hex in enemy hexes 71-85 pays 2 additional MP 56-70 pays 3 additional MP 41-55 pays 4 additional MP 40 and below (that means YOU Romania) pays 5 additional. So at the start of the turn, I found some morale 39 Romanian units, and German units with morale of 70 and 85, and I bashed them against the nearest unit they could easily beat. It did its job fairly well. I got several morale increases that will help us cover territory more quickly. This is the down-side of using SEC brigades as speed bumps: they are also fantastic morale generators for the Axis army. This will be a theme throughout my campaign: manage your morale thresholds. In the future, I intend to organize some infantry armies around units with 86 morale so that they can follow panzers better, and then these 86 morale units will be pulled out for the Blizzard to prep for 1942 offensives. OOBs I’m not showing OOBs, but I will at start of Turn 4 (which will go up on the AAR at the same time as this). Interdiction was WAY down this turn (and Germany performed 31 interdictions on his turn, which was a lot). Only 8 total interdictions, only 1 against an air base. Speaking of airbases, I didn’t move any LW airbases except the 2 or 3 staging bases that always move forward. It’s a truck-saving measure. I actually did better on T3 for trucks than I ever have before, gaining almost 1,000 total trucks over last turn. My philosophy for Germany is that your air assets should move sparingly in the first few turns (I move the army airbases without hesitation). All that Luftwaffe aircraft takes a lot of trucks to move fuel if they are too far ahead of railhead distance. I move airbases only within hexes that were friendly at turn start. I think this lowers your truck attrition. I’m also trying to keep these 3-4 hex wide wedges free of Soviet ZOC so that the cost trucks pay to move supplies is lower, and less risky. I’m not sure my tactics impact the truck totals I have this turn – I’ve never tracked this very rigorously. One thing I do try to be rigorous about is keeping HQs within 10 of the railhead whenever its practical – that gives a supply delivery bonus. But as yet, I haven’t held back for the 10-hexes because the distance is too important for the infantry to cover right now. General Reinforcement Strategy So far with the 7 or so infantry divisions that have arrived as reinforcements for Germany, 2 have gone directly to 11.Army, 2 have gone to AGS in general, 2 into AGN, and 1 into AGC.
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