HQ Buildup strategy and tactics (Full Version)

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Tuhhodge -> HQ Buildup strategy and tactics (6/24/2013 11:33:40 AM)

I'm a newbie so please be kind.

I see many AARs where players are able to advance incredible distances with their leading elements on Turn 1. By comparison, after breaking through the frontline my units might move ten hexes before exhausting themselves. There are exceptions to this and I've improved with experience. In my latest restart, by breaking the frontline with second rate infantry and then exploiting with fresh Pz Divs, I've massively improved my ability to penetrate deep into Soviet territory. Nevertheless, I see AARs by players who are creating massive pockets all over the map, travelling distances that dwarf what I can manage.

1. I presume players are using HQ Buildup on Turn 1 to bump up MPs for motorised corps in order to advance hundreds of miles in the first week?

2. Compared with the actual achievements of the Axis spearheads, are these results gamey or realistic?

3. What are the basic tactics for using HQ Buildup in the context of Turn 1?

4. I know there are detailed rules determining the effects of HQ Buildup on the motor pool and overall supply, but in simple terms how does the constant use of HQ Buildup effect overall logistics?

Many thanks to anyone who has the time to reply.

Tom




SigUp -> RE: HQ Buildup strategy and tactics (6/24/2013 11:58:46 AM)

You don't use HQ buildup on turn 1. Using HQ buildup freezes all units under this HQ for the turn. In effect this all comes down to 1) using a staggered approach. Break the front line using the units that are furthest away, then slowly move forward. For example at Army Group North I first use L Corps (the two divisions back at Königsberg) and after they use up their MPs the units at the front. No. 2 is, opening enough holes to have no ZOC on the movement of your Panzers.




821Bobo -> RE: HQ Buildup strategy and tactics (6/24/2013 12:06:35 PM)

1.You can not do HQ build up on turn 1. However all units are starting with maximum MPs. Trick is not to waste Panzer and Motorized division in attacking. Use infantry for the breakthrough. For example you need 43 MPs to reach Minsk with 3. Panzergruppe and they are starting with 50MPs(actually you can not get more MPs anyway, 50 is maximum) so no problem to get there.

2. no they are not gamey, Germans have reached Minsk in 4 days.

3. HQ build up is not possible on turn 1




Tuhhodge -> RE: HQ Buildup strategy and tactics (6/24/2013 12:32:25 PM)

Aha. Interesting. So, it is down to the careful use of certain units to break the line and others to exploit behind. I will keep practising!

However, I'd be grateful for answers to my general questions about HQ buildup.

Thanks.




Balou -> RE: HQ Buildup strategy and tactics (6/24/2013 1:15:52 PM)


quote:

ORIGINAL: Tuhhodge

... Nevertheless, I see AARs by players who are creating massive pockets all over the map, travelling distances that dwarf what I can manage.
...
Tom


From turn 2 onwards HQBU works only when HQs are close enough to railheads. If not, then it depends on how many transports or level bombers are both within close range of railheads and in range of your spearheads. Since the number of sorties for aircraft are limited by "miles by turn" one should be careful not to use up one's planes for other missions if fuel transport is your main concern.




swkuh -> RE: HQ Buildup strategy and tactics (6/24/2013 2:30:47 PM)

Just wondering... can you do HQ buildup after moving attached units, thereby setting MPs to zero after using them? Guess I could try that out myself, but comments appreciated.

Like the ideas given so far:

1. Exploit weaker units most distant from front that can still be used for initial attacks.
2. Clear big enough hole to allow unfettered movement for the mobile forces.
3. Fuel drops when needed are 1st priority.




Balou -> RE: HQ Buildup strategy and tactics (6/24/2013 2:58:15 PM)

Prior to HQBU you can move units, but don't move the HQ.




Peltonx -> RE: HQ Buildup strategy and tactics (6/24/2013 8:23:46 PM)

Chaining exploited;

Turn 4-6 in the AGN area you should be chaining

Turn 3-7 in AGS area you should be chaining.

Air dropping fuel turns 1-2 is best in north and south.

http://www.matrixgames.com/forums/tm.asp?m=3148604

http://www.matrixgames.com/forums/tm.asp?m=3203444




Peltonx -> RE: HQ Buildup strategy and tactics (7/13/2013 5:02:47 PM)

This is how its done in south.

T-3

XIV Corp positions itself to do a HQB next turn. XXIV PZ Corp does a 5 division HQB.


[image]local://upfiles/20387/81C2C563443F4B76B38434A6B49C18CF.jpg[/image]




Peltonx -> RE: HQ Buildup strategy and tactics (7/13/2013 5:08:46 PM)

Turn 4 AGS
One PZ Corp (40 CV stack, GS on 300%) punches a hole in the lines using only HA’s and 2 other units to herd retreating SHC units out of the way.

Two more PZ Corp guard the flanks of the breakthrough,

XIV PZ Corp does a HQBU.

XXIV PZ Corp drive through the hole and crosses the Dnepr River while 2 more head for D+Z towns.

As can be seen in the screen shot the PZ Corp HQ’s has enough fuel to make sure the exploiting divisions will have 30-35ish MP’s next turn.

[image]local://upfiles/20387/06E92B9F20744C6DA12C6884B54E244F.jpg[/image]




Peltonx -> RE: HQ Buildup strategy and tactics (7/13/2013 5:10:42 PM)

AGS: After last turns 190 mile break through panzers exploit that and advance another 120 miles to the gates of Kharkov and destroy the industry. 15 arm pts,54 T-34 pts. and 20 vehicles.

This turn I used the bombers as fuel cans. No HQBUs were made as all units had to be used.

D-Towns industry is also locked down, 16 arm pts.



[image]local://upfiles/20387/5E1FDFA360144216B2EC2591E01605DE.jpg[/image]




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