karonagames -> RE: Panzers vs The Bear: A WitE2 MP AAR (Soviet Perspective) (7/4/2021 10:05:18 AM)
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ORIGINAL: GloriousRuse As March 1942 came to a close, a small council of senior officers in OKH read the writing on the wall. They might have one more short season of victory, but the Heer could not knock Russia out of the war; the only question was how much Germany would have left to negotiate with when it ended...Valkyrie came early. On T41, Speedy conceded the game (he'll cover the details in the axis post), on account of the Heer not being a viable force for a spring/summer offensive. [img]https://i.ibb.co/YD0hcxm/EoGVP.jpg[/img] On the face of it, 579 VP is not a horrible position to be in after the winter. The historical Germans were, after all, down somewhere in the 540s if we translate it. However, drop from 653 HWM represent more than just 74 points, it represents 40 points of potential lost forever (bonus trade offs and events), and sitting sub 600 with both Leningrad and Sevastopol in the bag. The path to 708 (the historical soviet HWM on January 1 1945, and hence a decent target for a minor or a draw) is arduous, and the path to 750 (decisive victory) would be intensely difficult to put together. AGN has no more real potential, but has to stay strong enough if it doesn't want to lose Leningrad, AGC would be starting from Vyazma/Bryanks - only AGS would have its relative historical start position. A "perfect all +6" repeat of case blue would add 84 points...but would be unlikely given the need to retake several '41 (say 30 points for Kursk, Orel, Kharkov) cities to get there which would still only be 114 points - a few shy of the historical HWM of 697. It's either that or try to rip Moscow and the northern plains out of the hands of the strongest concentrations of the red army. Already I think Steve could see it would take an astounding performance to stay in the fight. [img]https://i.ibb.co/xMtSqPm/Eo-G-Front.jpg[/img] And the Heer was not in shape to turn in an astounding performance. [img]https://i.ibb.co/d6Wdgk9/EoGOOB.jpg[/img] [img]https://i.ibb.co/Bf7GzLJ/Eo-GLosses.jpg[/img] I would like to thank both of my opponents for playing the game well, generally historically, and as always avoiding exploits in the engine. The last is a matter of opinion, but I'm generally of the thought that in any massive undertaking there will be loose strings you can find and pull. Winning by yanking them as hard as possible might make you good at the game, but is it really what you want in a historical recreation of a war? The game is in my eyes much more enjoyable as a vehicle for that when you don't pull on those strings, and neither of my opponents did. More to follow: Analysis over time! Where WITE2 and WITE1 differed in this game! Soviet Deep Battle Doctrine in WITE2! quote:
On the face of it, 579 VP is not a horrible position to be in after the winter. The historical Germans were, after all, down somewhere in the 540s if we translate it. However, drop from 653 HWM represent more than just 74 points, it represents 40 points of potential lost forever (bonus trade offs and events), and sitting sub 600 with both Leningrad and Sevastopol in the bag. The path to 708 (the historical soviet HWM on January 1 1945, and hence a decent target for a minor or a draw) is arduous, and the path to 750 (decisive victory) would be intensely difficult to put together. AGN has no more real potential, but has to stay strong enough if it doesn't want to lose Leningrad, AGC would be starting from Vyazma/Bryanks - only AGS would have its relative historical start position. A "perfect all +6" repeat of case blue would add 84 points...but would be unlikely given the need to retake several '41 (say 30 points for Kursk, Orel, Kharkov) cities to get there which would still only be 114 points - a few shy of the historical HWM of 697. It's either that or try to rip Moscow and the northern plains out of the hands of the strongest concentrations of the red army. Already I think Steve could see it would take an astounding performance to stay in the fight. The above is a perfect encapsulation of the challenges faced by the Axis Players when playing the "meta" game of WITE2. It's not about where you finish 1941 in VPs, it's how many bonus VPs you can avoid losing during the first winter, which is a huge challenge, because the Orel/Kursk/Kharkhov/Stalino line was held historically on a front about 30miles/3 hexes east of the cities from December 1941 to April 1942, because the Soviets were unable to mount an offensive along that front. In the game, the Soviet player can mount an offensive that will take the 3 hexes and more, so the Axis player will face a bonus point swing of atleast 24bonus VPs that cannot be regained in 1942 because the start line will be further west. Axis players must base their strategic planning on building a logistics network that will firstly support an offensive capable of gaining 60-90 bonus points before December 1941, and then prevent 24-30 bonus points from being lost during the first winter, and then have sufficient offensive power and a start line capable of gaining 90-100+ VPs in the summer of 1942. Getting the balance between using FBDs as super depots to support offensives or to build the depot network needed to survive the first winter is extremely hard to achieve as this AAR clearly shows.
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