RE: last good one (Full Version)

All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> After Action Reports



Message


carlkay58 -> RE: last good one (11/25/2012 2:40:55 PM)

Yes, the Soviets have everything one level higher than the Axis. The Soviet Division is roughly the same as the Axis Regiment, the Corps the same as a division, the Army the same as a Corps, and the Front the same as the Army. If you keep this in mind, it is much easier to organize and use the Soviet forces.




smokindave34 -> RE: last good one (11/25/2012 2:52:50 PM)

The best role for the early tank corps is for breaking into pockets formed by the axis. The high MP of the tank corps make them excellent for that. Keep them well behind the lines and use them to break open pockets and get cheap victories where possible to gain morale/experience. It will be a while until they achieve any significant offensive capability.




morvael -> RE: last good one (11/25/2012 3:04:26 PM)

The problem I have at the moment, is not having enough Army HQs. And I can put 9 divisions with average 2.5CV under one HQ (22CV total) or just tank 4 corps (12CV total). I had to stop building new tank corps in order to make new Army HQs. When I will have enough of them, I will be back to making tank corps (that plan will probably fail, due to the need of rebuilding divisions destroyed in German summer offensive by then). I'm also waiting for the Tank Army HQs to be available, though their low command capacity (15) makes me worry. I think I will try to put 4 corps in each, with 1CP overload the tests will be about 9% harder for the commanders, which is not so much taking into account that there are several good tank leaders available.

The CP tradeoff of 3 rifle divisions (6CP) to 1 rifle corps (4CP) is good, reduces the command strain. But with mech units it's not good (3CP for 3 brigades, 4CP for the corps). How do you organize your armies by then? Just 6 Tank Armies give place for 18-24 tank/mech corps. So the rest must be assigned to regular armies. Is it better to make several tank/mech only armies or just give 1 to each infantry army, like I did with the cav corps?




morvael -> RE: last good one (11/25/2012 5:05:36 PM)

Meanwhile, in the Luftwaffe HQ:

[image]local://upfiles/22250/D2ADB88C3E6842E28838B434BA48DCAB.jpg[/image]




Disgruntled Veteran -> RE: last good one (11/25/2012 11:43:34 PM)

Im pretty sure most of your losses are from flak though.




morvael -> RE: last good one (11/26/2012 6:10:10 AM)

I wouldn't be so sure of that. One of my regiments (equpped with Hurricanes) scored 30 kills this turn, and it's morale went up 7 points or something like that.




cpt flam -> RE: last good one (11/26/2012 7:38:31 AM)

turn 45 you are a bit "of time"
actually looking for better weather
having a failed assault against Sevastopol last week, russians leave the city as the port was badly damage

pool
58 830 men
185 900 veh
245 309 arm
10 hiwis




morvael -> RE: last good one (11/26/2012 12:31:18 PM)

Yeah, I got angry on the game engine, how am I supposed to hold the fortress if two failed attacks not supported by heavy siege artillery are able to damage the port to 100%? I imagine they were stopped at the outskirts of the city, not roaming free inside the port, yet all "factories" in hex get damaged in combat. Besides the city didn't hold more German & Rumanian divisions, comparing to what I have invested (4 vs 4) and the city itself is not worth any additional VP, so it's a little loss. I'd prefer 4 good divisions elsewhere. But the major factor was the port damage (and assorted "isolation" penalty for my divisions).




Walloc -> RE: last good one (11/26/2012 7:36:10 PM)

quote:

ORIGINAL: morvael

Meanwhile, in the Luftwaffe HQ:

[image]local://upfiles/22250/D2ADB88C3E6842E28838B434BA48DCAB.jpg[/image]


Presumably u dont fly fighter sweeps to clear out the russian figthers first, right?

My bet would be if u had decimated the russian fighter force by sweeps before doing GS u wouldnt see that kinda losses among ur bomber force.

Kind regards,

Rasmus




cpt flam -> RE: last good one (11/27/2012 10:37:27 AM)

you are right Rasmus, did not thought to that [&o]
turn 46 mud everywhere

reserves
72 110 men
189 600 veh
266 049 arm
18 hiwis




cpt flam -> RE: last good one (11/27/2012 10:47:19 AM)

the date is 5-7-42
i make a small push toward Stalino
losses
15 100 / 32 570 men
260 / 685 art
42 / 93 afv
227 / 80 aircrafts

pool
78 450 men
193 000 veh
280 486 arm
41 hi
300 tac bombers & 1 700 level

[image]local://upfiles/37270/BA003DF68CB2452BB13F9BE8ECD8686A.jpg[/image]




morvael -> RE: last good one (11/27/2012 10:49:38 AM)

How do you make fighter sweeps? You mean air base strike?




morvael -> RE: last good one (11/27/2012 10:01:54 PM)

By the way, Chuikov kicked the bucket, exactly on the day his army was going to reserves [:@]




Walloc -> RE: last good one (11/29/2012 3:56:04 AM)


quote:

ORIGINAL: morvael

How do you make fighter sweeps? You mean air base strike?


No. They way its described in the manual and well one can refine it from there. U choose a strike of some sort where u want to gain air superority/constest opposing fighters. U then turn off the bombers in that strike/mission so u only have fighters flying. Do this enough and u wear down/degrade the opposing figthers CAP ability. Further more since german figthers /pilots are usually far superior to the russian the losses in this type of missions is generally advantarous to the axis side.
No, u wont have enough figthers as axis side to consistantly do this all over the front, but u can do it in those area where u later will have GS missions or other wise have bombers involved. Ofc it goes both ways and can equally be used by soviet airforce once its reconstituded.

Hope it helps,

Rasmus




cpt flam -> RE: last good one (11/29/2012 7:44:09 AM)

turn 48
one more time mud everywhere

pool
71 810 men
194 100 veh
280 798 arm
14 hiwis




morvael -> RE: last good one (11/30/2012 6:18:18 AM)

On turn 50 I had for the first time non-zero ARM pool. Is it good or bad?




cpt flam -> RE: last good one (11/30/2012 3:44:01 PM)

good point
you begin to produce more then you spend




cpt flam -> RE: last good one (11/30/2012 3:50:29 PM)

5-21
1st panzer army make a test toward east

losses from the turn (part for Hu & Ro)
8 690 / 26 070 men
180 / 570 art
49 / 116 afv
45 / 138 AC

pool
78 520 men
197 300 veh
298 300 arm
0 hi

[image]local://upfiles/37270/7C537C1D85E041CCAF79A0FEB2FF4D08.jpg[/image]




morvael -> RE: last good one (12/7/2012 7:33:37 AM)

You call it a test, I call it a struggle for life :-)

Currently I'm compiling loss statistics, once ready will post them here.




morvael -> RE: last good one (12/7/2012 7:36:06 AM)


quote:

ORIGINAL: cpt flam

good point
you begin to produce more then you spend



It turned out to be a bad thing actually. Manpower became the bottleneck, and that's why ARM is stockpiling.




gingerbread -> RE: last good one (12/7/2012 7:42:44 AM)

You will need those ARM for squad upgrades.




cpt flam -> RE: last good one (12/8/2012 11:09:17 AM)

turn 50
last week with mud everywhere frozen 2 in north russia

pool
84 360 men
260 600 veh
306 498 arm
1 hiwi




morvael -> RE: last good one (12/8/2012 8:38:53 PM)

Raw data about casualties.




cpt flam -> new summer (12/9/2012 9:19:53 AM)

6-4-42
opérations begin to reduce forts

reserves
95 720 men
203 200 veh
325 279 arm
14 hi

[image]local://upfiles/37270/1C87C66A3AB6459F8A776D0975883321.jpg[/image]




cpt flam -> RE: new summer (12/9/2012 9:23:48 AM)

fights are bloody as reserves activate sometimes
losses from this week
28 000 / 72 680 men
565 / 1 450 art
75 / 225 afv
274 / 397 air
goering will begin to cry soon

[image]local://upfiles/37270/B29CE54638944560A544A198F04F6123.jpg[/image]




morvael -> RE: new summer (12/10/2012 2:36:13 PM)

quote:

ORIGINAL: cpt flam
opérations begin to reduce forts


In Soviet Russia forts reduce you

:)




gingerbread -> RE: last good one (12/10/2012 8:41:28 PM)

quote:

I'm also waiting for the Tank Army HQs to be available, though their low command capacity (15) makes me worry. I think I will try to put 4 corps in each, with 1CP overload the tests will be about 9% harder for the commanders, which is not so much taking into account that there are several good tank leaders available.

The CP tradeoff of 3 rifle divisions (6CP) to 1 rifle corps (4CP) is good, reduces the command strain. But with mech units it's not good (3CP for 3 brigades, 4CP for the corps). How do you organize your armies by then? Just 6 Tank Armies give place for 18-24 tank/mech corps. So the rest must be assigned to regular armies. Is it better to make several tank/mech only armies or just give 1 to each infantry army, like I did with the cav corps?


Just noticed this - 2 comments:

If you overload a Tank Army, there is no point in having a Tank Army in the first place since all it gets is a -1 on some rolls and overloading will give +1 to far more.

It's 6 Guards Tank Armies max so no limit on regular.




morvael -> RE: last good one (12/10/2012 9:00:17 PM)

The overload penalty is just added to die size, so the final success chance penalty from that will be around 5-6% only (across multiple characteristics tests), while the bonus to one characteristic is 10%. What if I keep one corps as brigades for most of the time? That would allow the army to operate using 15CP.




gingerbread -> RE: last good one (12/11/2012 7:53:16 AM)

Yes, it's to die size but it will affect all combat rolls.

I thought about having 1 corps broken down as well and sure, 1 corps on rotating refit is doable.




morvael -> RE: last good one (12/11/2012 9:29:36 PM)

July is about to come! The long awaited upgrade to Tank Corps TOE is on it's way. I hope this will allow those units to move from 2-3 CV range to 4-5. Or is it asking for too much? That and the brigade TOE update should increase the number of tanks on the frontlines by a 1000. I hate when equipment is rotting in the pool, unused... But the problem is I am on the ropes trying to contain the panzers... They can't break, but it seems they will do it at one time. And then I will be finished with no AP to rebuild units [:(]




Page: <<   < prev  4 5 [6] 7 8   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
3.71875