loki100 -> RE: Turn 53: 18-24 June 1942 (8/12/2015 12:02:28 PM)
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ORIGINAL: timmyab I'm not underestimating your opponent, I'm answering someone's question without particular reference to this game. If this game does turn into a 42 Verdun then it would apply here too I guess. At the moment that does look likely it's true but you'll have to remain cautious for another year at least. Overconfidence would be your opponent's best friend in this situation. In football terms you're 3-0 up after 20 minutes, but that doesn't mean that the game is over yet. Have you got a link to the Terje43 AAR? I think this is right, the norm is trading space for units, I can, up to a point, trade units for space. But too much of that and my relative advantage can erode. I'd tend to think of this as 3-1 up after the home leg in cup match (with away goals counting double), so I have a substantial safety margin but not a massive one. The Terje43 AAR I was thinking of is laugh n 1/2. He really turned it around in 1942 and without the 1.08 mechanism of the low Soviet morale quote:
ORIGINAL: VigaBrand ... Hi, ... Summary for german newbies: First turn, don't practise how to pocket the most soviet, think about your rail lines and how to clean your rail lines at first (so that you can repair as fast as possible). One important idea is, the shortest way in the south starts from romania and not from the Lvov area, so you must made the Lvov Pocket to travel with you fbd to romania in turn 2. Use your air transport plane to supply one corps which is far away to block some industries. Think about how to deal with the first winter. Think about your support units and your air force. I don't use them very well. I fight for a draw in this game, so the struggle will continue! I'd also suggest anyone looking to play the Germans to look at Pelton's AARs. Some of what he does is a bit rule abusive but the key bit is he acknowledges he plays 'on the edge', risks holds etc because if he gets an unexpected positive result it can really unhinge a Soviet line. And of course the risk of losing a critical sector affects how the Soviet player plays the game etc ... its one reason I am rubbish playing the Germans, I lack that mindset and ability to evaluate the risks. quote:
ORIGINAL: rrbill Thanks, Vigabrand, for tips as Axis going to Romania & single corps thrust. That single corps thrust would seem to accomplish something with long term consequences. Will try it. And fighting to a draw is a success for Axis, IMHO. Nice AAR, thanks all. Its a fun game, quite a challenge as I seem to spend most of each turn thinking about what to do, actually moving the units and so on is the easy bit [;)] quote:
ORIGINAL: mikelisby Thanks for all of the great tips, and also thanks for letting me "hijack" your AAR. My reasons for doing so were that it's clear that we have two very experienced players here (as well as the audience), so it seemed a great place to get advice for how to jump into the deep end, which I can't wait to do (fond memories of half of my youth "wasted" on WiR come to mind). I'll definitely try the Winter '41 scenario before the "jump", Loki, sounds like a good idea. And it'll be the long one. I have all of the expansions since I threw my wallet at my monitor so hard it cracked when I saw the subject matter and the name "Gary Grigsby." If wargamers had saints, he'd be one of those to whom we prayed So I take it that I shouldn't use the "mild blizzard" option for my first game as Axis against the AI? That was one of my questions, since there seems to be quite a bit of controversy about the "normal" version being vastly OP and doing nothing but ensuring that the Axis plays on the defense from January '42 until the end of the war, which would hardly be historical. I don't want to nerf the Soviets so much it's not a challenge, but I also don't want the game to be ahistorical. How about the Soviet +1? Should that one stay against the AI? Again, my goal is to have a challenge, it wouldn't be fun to just stomp all over the AI Soviets in my first game, but I also don't want a hard coded slap in the face. And thanks for the pointer to Terje's AAR (you're talking about this one against Oloren, right?). That one was awesome and very, very tense and it proved to me that it IS indeed possible for a human vs. human game to NOT have Verdun on the Don every single time. The one VigaBrand linked to I read also (first, since it's the only one that showed up initially) and it made me appreciate the second even more, since it showed how much Terje had learned from the first one. Consider my fears that it isn't possible for the Axis to retain offensive capabilities past '41 buried Anyway. Again. Thanks for letting me blather on in your AAR. I'm looking forward to the next installment since it makes for awesome reading. I think you do have to go through this more than once to be honest, AI games help a lot in practicing techniques and trying to understand the overall dynamics of the game (I now know from an AI game that my supply is going to worsen over this year ... so I can plan on that and not panic at the first sight of over-use). Equally my PBEM with SigUp taught me a huge amount which I've been applying in this game. I believe the scenarios are balanced on the harsh winter rules. I'd let the AI have that to be honest, not sure how much it would recover with the mild set. Same with the +1. The AI tends to retreat when over-matched (basically sensible), while a player will try to catch you out if the Germans are over-confident. The +1 rule probably gives the AI that bit of capacity, especially if you are over-extended in late summer 1941. For PBEM, I like the mild set. You get more fighting rather than the rather tedious 'retreat two hexes a turn' response to the old rules. The payback in terms of a lower Gds creation threshold is a pretty good trade off. edit link to the Terje AAR I meant, but he did seem to have a habit of recovering indifferent 1941s with some excellent 1942s
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