Shalkai -> RE: 1st PvP+1st AAR, Shalkai (Axis) vs GamerDad (Soviet), v1.12.0x (11/16/2019 11:33:30 PM)
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Axis Setup for Campaign Command Point problems: High command: AGS -50, AGC -24 (AGN is +33, so new arrivals and some AGC will go there) Armies: 9th Ar -7, 2nd PzG -7, 11th Ar -5, 17th Ar -5, 4th Ar -4. Corps: XXXXII Korps -5, XXIV Pzr -4. I will use AP for unit transfers to reduce Corps CV overload during turn. Army overloads will also get some AP spent to fix/reduce. On Turn 2 assign SEC div to OKH. In later turns, feed reinforcements to AGN, keep new HQ in OKH if they aren’t pre-assigned to an ArmeeGruppe, and slip a few AGC InfDiv to adjacent AGN formations. Commander problems: I will replace Halder as OKH commander with G. von Kluge (4 AP cost), and von Stulpnagel in 17 Armee (~10 AP) on Turn 1. XIV and LVII PzKorps commanders are low morale, targeted for Turn2 reassignment. Maybe get LVII turn 1? VI, IX, XVII and XXXXII Korps commanders are mediocre - upgrade later, as AP become available. Air Forces general plan: I have an evolving T1 airbase plan. The notes below show my plan as this game started; readers will see things evolve further as this AAR progresses. Get all airbases within command range of air HQ. Don’t forget Rumania. Transfer the single air bases assigned to Luftflotten to a Fliegerkorps. Try to set up each Luftflotte/FK in groups of 5 airbases - two for bombers, two for fighter/tac/recon, one empty for use as advanced airbase. Recon plane balancing goal: FlKorps - 1 Fi156, 2 Hs126, 1 Do17P1, 1 Ju88D1. PzG - 2 FI156, 2 Fw189, 2 Hs126, 1 Bf110C5, 1 Ju88D1. Armee - 1 Fi156, 2 Hs126, maybe 1 Ju88D1. Armees on Baltic and Black Sea coasts will need some long range recons. Air Transfer some Stukas to AGN and AGS once advanced airbases moved to front lines. Transfer excess recon and all the night fighters to Reserve. No reason to waste supplies and vehicles on surplus recon capacity. Air Doctrine settings: %fly 5%, GndSup 80/50, GndAtk 100/50, AfdAtk 120/70, Inter 70/30, CityAtk 120/60, FgtInt 75/50 Get all airbases within command range of air HQ. Don’t forget Rumania. Turn off auto-upgrade on air units scheduled for withdrawal. I may want to turn off swap as well on some of them. Ground Forces general plan: Adjust support unit settings as desired for each HQ (use Commander Report for efficiency). I’m going to unlock most Corps HQs, set them to 2 (Inf) or 3 (Pzr), with further adjustment depending on how heavy the defenses they face, and how many divisions are assigned to the corps. Army and AG settings will be low (1 or 2). Goal is to get some SU filtered back up to OKH for future reassignment to critical HQs. I may keep two Infanterie Korp locked as ‘siegebreakers’ for use against Baltic and Black Sea ports. A couple Inf Korps have lots of SUs assigned - forget which ones off hand. They can be siege specialists. Eventually I’d like to get used to using locked SU but that’s going to need some learning, research, and practice. Discord chats were invaluable for that. I’ll relate my shifting to locked SU during turn play starting around turn 4. Turn Ground Support off and on in Air Settings during the turn (this is new to my repetoire). For the most part, during Turn 1 I’ll leave it off and save Luftwaffe sorties for airbase attacks. Transfer a pioneer to units that will be attacking a Fort.3 or major Fort 2. (Brest, etc.) Assign whatever Construction SUs available to RHGs, concentrating on AGS first. AGN Turn1 goals Riga plus panzers over the lower Dvina/Daugava. AGC pocket Bialystok, take Brest, advance panzers to near Minsk, help AGS secure Kovel pocket. AGS pocket Kovel, pocket Lvov, advance Rovno, if possible advance Tarnopol. Soviet airbases I should be able to overrun this turn: AGN area - Siauliai, Kaunas, Vilnius, Ogre. AGC area - Bialystok, Lida, Pruzhany, Baranovichi, and maybe Minsk. AGS area - Lvov (2), Lutsk, maybe Tarnopol Notes to self: - do all Air Transfers before doing any ground attacks - don’t want any fighter intercepts locking air units before I transfer them. - try to reassign divs to remove Corps HQ CV overloads before any move/combat takes place. See if I can get 2nd PzG fixed at start of this turn. Better chance of making command rating checks if this is done before combat begins, so better results. - remember to rout all possible airbases. Make only one attack per airbase before rout on the ones that I can reach this turn (this keeps bomber attacks from wasting bombs on damaged planes). Zero them afterwards, or rout them again where possible. Move up my air units again near turn end, then hit the rear area airbases before finishing turn. Questions: Are those night fighter units actually night fighters, or just recon units currently set to fly at night? Will they actually intercept Soviet night missions? If no, I should set them to fly day while they are parked in NR before sending back to the front. [answer: no, there are no night fighters in recent game versions. These can only perform recon, and only after they are set to perform day missions]
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