Psych0 -> RE: The NO HQ BU experiment (sil01 welcome) (9/28/2017 11:27:43 PM)
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Rightio, my thoughts on playing without HQ BU. 1) Absolute number one rule is to achieve maximum progress with rail conversion every single turn along the shortest route to the objectives Leningrad, Moscow and Donetz Basin. I use 3 FBDs in the north on basically 2 axes of advance, the 3rd FBD making sure that the Moscow axis always progresses by 4 hexes. The 'north FBD' goes through Baltics for 5 turns and can convert 6 hexes on its own even through swamps and across rivers. But you MUST clear the rail you want to convert the turn before and ensure no Red units can convert it back. In the south Rumania must be activated for T2 so you can start the rail from there in direction of D town. 2) Then stay max 25 hexes from the railheads so that the panzers always have at least 25-30MP. If the Reds are in striking distance then we fight, if not then we just halt at the 25 hex limit. 25-30MP is still quite a bit. 3) Use any opportunity to pocket units, 2 here, 3 there adds up. If at all possible stay above 100k captured per turn (until T5 more like 300k). More important this than to take ground. Split to regiments to secure pockets if needed. Then reform the next turn so it doesn't cost much extra MP really. 4) I have not yet experimented keeping some PzC back to refuel and take advantage of the lower MP cost crossing already converted terrain the next turn. Thus far I've always had too many opportunities to fight and pocket, but against a Sir Robin defence I am prepared to try this. 5) Using AP first for upgrading leaders and eliminating command penalties. That easily takes all AP for the first 7 turns. Then optimizing the spread of support units to make all corps stronger. And construction crews to OKH, AG HQs and security HQs planted on rail to maximize rail conversion of the entire network in between the axes of advance. 6) Deliberate attacks with Pz/Mot units I avoid like the plague, costs just way to much MP. Rather stack those panzers high and do hasties or not attack at all. 7) Motorizing infantry I have also not experimented with. Anyone got good results with that? 8) I preserve trucks as much as possible, one example is that the entire Luftwaffe just stays on the rail lines. Why not really? After turn 1 I find bombing Red air bases way too expensive, so I preserve Luftwaffe strength for when the rail heads are close to the front. I could send everything to reserve but consider that cheesy. And air cover doesn't seem to be necessary against the Red AF in 41. CAS might be handy in bigger battles but in my limited experience it works fine without the first 10 turns at least. Army / AG HQs on rails too but that's more so that the rail conversion crews get sent out from those HQs. Haven't bothered to do the comparison vs not having Luftwaffe on rails in terms of truck usage, but it feels I save something. 9) Panzers are your strongest units so why not use them to push the Ruskies around. No need to wait to for the infantry in my book. Of course with infantry on top even more is possible. 10) Can't think of much more at the moment. As you can see, no magic, nothing special, just efficient execution. And I echo HLYA's comment of sticking with the plan you set out with. Red's job is to try and tempt you to deviate from that plan. Looking forward to your wisdoms. I'm just a new kid on the block refusing to use this silly HQ BU crap. Naturally rolling entire AGs along 1 rail line is not realistic either, but with the supply system and rail conversion rules as they are what else can you do? Especially the rail via underdeveloped Balkans and Rumania for entire AGS is totally silly, but without that the Krauts won't get anywhere near the historical line in the south.
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