Emx77 -> Knocking out Red Army in 3 months - Emir vs Cannonfodder (12/21/2011 10:18:04 PM)
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Version: 1.05.45 House rule: No airfield attacks after turn 001 As it has passed half a year since my last game, I'm intending to write AAR in order to refresh and improve my playing skills as Axis. In that regard any comments and advices from other players are welcomed. I count that will help me to deepen my understanding of WitE. So be free to comment or ask anything. Also, I hope that this AAR can be useful for developers also, as they pointed before that AARs were primary way to check how simulation behaves in long term. As I am non-native English speaker I would like to apologize in advance if I make grammar mistakes. That, and reason that I have pretty busy schedule these days, will impact way in which this AAR is going to be presented. I will present only most essential screenshots with comments only where I feel it will be necessary to explain something. I assume that this AAR will be read mostly by people who already have some experience with WitE and for them a picture (e.g. screenshot) is worth a thousand words :-) During course of play I'm fond of collecting and presenting various data but I need a help here. What are most important, interesting and useful data to track? For example, how about number of rifle squads (or any other element) in replacement pool, losses (total or for some specific elements - bombers for example?), trucks, production (what production data exactly?)... TURN 001 Here is the end of Axis opening turn. In figure you may see main avenues of advance as well as created pockets.I think it is more or less standard Axis opening. During airfield bombing campaign Luftwaffe scored 3.934 soviet aircrafts. I lost 216 planes (mostly bombers who were shot down by Flak's fire). I hope this is a good score, right? What is standard for first turn air losses anyway? [image]local://upfiles/11514/402F04908EFA4494A69804D21539C2F4.jpg[/image] Comments?
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