Shalkai -> RE: Turn 4 - GamerDad (Axis) vs. Shalkai (Sov) v1.12.0x (3/3/2020 4:39:21 AM)
|
Turn 4 Epilogue: 16 hexes to Osinovets, 31 to Moscow CurrentTurn/Total losses at end of Soviet Turn 4: Axis 15283/54777 men, 165/657 gun, 78/500 afv, 12/52 spac. Soviet 94852/952448 men, 940/12711 gun, 387/6201 afv, 97/1992 spac. Net loss of about 3300 vehicles this turn: 2.7k lost, 0.6k captured by the invaders, minimal seized. Air losses: Axis 24 (this turn), 120 Total. Soviet 329 (this turn), 4332 Total. 14:1 ratio is better. Half Axis losses were Bf-109 (13). Important Soviet type losses: 14 MiG-3, 21 LaGG, 2 SB-2 Rcn, 4 IL-2. Unit Losses: 1 TankD, 2 RifleD, 3 MtnD, 1 AT Brig, 4 SecRgt, 6 Fort.Reg (all disbanded). Pool of modern planes: 283 MiG-3, 137 Yak-1, 230 LaGG-3, 77 IL-2, 336 IL-4, 368 SB-2R, 8 Li-2. Numbers going up :) German OOB: 3353552 men, 33764 gun, 5036 afv, 3695 plane. Sov OOB: 3967286 men, 48940 gun, 15591 afv, 7070 plane. Things are going all right overall - I’m falling back and taking losses but no new pockets this turn, and low risk of major pockets in Axis Turn 5. It looks like GamerDad is having even more problems than I did dealing with the 25 hex supply path bug in v12.02. I also suspect he doesn’t do as much micromanagement as I do on air units, as well as managing TOE for ground units. He never set up VVS bases for partisan supply in our first game for example, while I am already getting good results and should have my first partisan units filled and active in 3-6 turns. With 13 more turns of clear weather, my plan is to keep losses to one defense line (1-3 hexes) per turn until he gets to the final defense lines at Leningrad and Moscow, which will be fort 3 or better by then. German panzers will upset my plans some turns, but so far their progress is roughly at historical levels and supply restrictions will keep hurting his unit MPs each turn. Leningrad will probably fall (isolation is almost certain) but Moscow should be safe til snow turns at least. We’ll see. I do have some questions on when certain unit types become available to build, mostly for SUs. I’ll be looking in the rulebook for that and other things while I wait for Turn 5 to arrive. (later that night) A-ha! Rulebook 26.2, Appendix B. YAY - though it is only for on-map units. Further searching didn’t find anything in the rule set but did find some old posts in the Matrix forums. It doesn’t quite match the options I see when trying to create units, but I’ll settle for 90% accurate for now. One thing I am pleased with is how organizing and using the Soviet Air Force is coming together. In my previous solo games, trying to manage and keep up with the hundreds of air units, nearly a hundred air bases, and dozens of disparate plane types was a daunting task. I’d spend perhaps an hour or two a turn endlessly clicking, getting maybe ten or twenty bases updated, but never really managing to see or deal with the whole issue. Now, all the information I’ve picked up from AARs and experience in my earlier games, combined with using spreadsheets to sort and evaluate air units, finally makes this a manageable task. Now I can get all the units that need rest and refit into the NR, and also get the best rested units where I need them (Moscow and Southern Front, currently), during each turn. [image]local://upfiles/60274/629932DE44F94680A0641510CFF218BF.jpg[/image]
|
|
|
|