Girshwin -> RE: Girshwin (GER) vs. colberki (SOV) [Two Beginners, no colberki allowed] (6/28/2016 4:22:33 AM)
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Turn 6: A grind, an advance, and a breakthrough Not much action in the north, the Soviets begin to grind through the massed ranks of Soviets. I don't have a lot of infantry here- I chose to send most of my infantry toward Moscow. Is this a good strategy or will it bite me later? In the center, the tanks break through a weak line and spread out. I'm not sure if this is an effective formation, but I like it because it looks like giant jaws coming to eat Moscow. Thankfully, the railhead is getting close, having gotten an advantage from running through the Baltic Rail Zone as long as it could. Versus the AI I spread my infantry all over the front, in this game I am trying to concentrate the infantry to follow the spearhead instead of attacking all along the line. However, recon shows a much stronger second dug in line near Moscow... The south is where the real action is this turn. Last turn, 2 panzer corps rested and 1 panzer corp moved south from Kiev to near Cherkassy. My rail line runs through Ukraine so I figured the farther south I keep the panzers, the more gas they recieve. It looks like the bulk of the Soviet defenses are still around Kiev, including many tank divisions as can be seen in the picture. I choose Hex 82, 97 for a breakthrough point, because it can be potentially attacked from 3 sides and doesn't seem especially strong. Stacked infantry and air support put in hard work and the first tanks are able to cross the river. I form a three hex wide breakthrough. Thankfully, after the breakthrough is completed I have a full panzer corp to work with, and I advance toward the Desna river. There are only a few Soviet units behind the main line to clear away, and the elite Das Reich and L.A.H. SS Motorized Division have enough MP to force units near Kiev to cross several ZOCs or the major river to be able to escape. They are all yellow, so I assume the Soviet units won't get many supplies next turn. I am trying to learn how to do pockets by watching other AARS, and I notice that the expert players leave a buffer of converted hexes, so that I what I did near the north of the pocket. My tanks are now near the edge of their supply line but it seems a small price to pay for so many units. If readers have any advice or notes about what we could do better or things that look funky, I would appreciate it, as I am trying to figure out both the German and Soviet strategies. [image]local://upfiles/54392/C272D9D1AFFD40538E4E4DE3C85B70F4.jpg[/image]
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