How do I keep momentum as Axis? (Full Version)

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Ex0dus -> How do I keep momentum as Axis? (9/2/2021 4:59:53 AM)

As the axis I am about 5 provinces from smolensk and surrounded kiev on turn five. However I am behind historical dates and that concerns me that I am destined to lose already. Am I doing something wrong? Im not incredibly hands on with the airforce, just basic manual air missions and losing hundreds of planes per turn.

I just overall have no idea how to maintain momentum as the axis and to keep the steam roller moving forward. I can send a save on discord if someone is interested in sitting down and teaching me some things or investigating deeper into my gameplay and save.




Rosencrantus -> RE: How do I keep momentum as Axis? (9/2/2021 6:04:16 AM)

For the ground forces at least, it's mostly just resting units efficiently. You don't need to send every single division into enemy hexes in a turn. Send enough to ZOC properly and then leave some units to rest. This obviously depends on context (for example you might be launching a Typhoon and need every division) but take a look at CPP, its regain and loss in the manual.

Set 2 more HQs to assault as soon as depots and railyards are dealt with. read up on assault HQs as well.




Firewire9452 -> RE: How do I keep momentum as Axis? (9/2/2021 5:44:45 PM)

I’m hardly an expert, but at some level, your ability to advance is affect by 4 constraints. The first is your supply network. You won’t be advancing on Moscow if your trains stop at Minsk. And you won’t be advancing if you lack enough trains—which you gain from lvl 2 railyards connected to your railnet. And if your troops are pushed so far forward that you lack the tricks to supply them, that’s another constraint. So you’ll want to plan your rail routes so that you connect all/as many as possible lvl 2 or above railyards, are building on double rails as much as possible heading east, and are building on terrain that was captured last turn so it’s easier to move and you can maximize rail spaces repaired per turn. You should also monitor you truck pool—it’s its low, your troops are getting less supply per turn and less fuel, so they are less mobile and less powerful in combat. The next constraint is the Red Army. For most of 41, the Red Army’s primary constraint is manpower. After using up their starting reserve of .5M and until they get another .5M in December, they gain about 100,000 a turn. That’s roughly 7 infantry divisions as turn until August, when they switch to 41b divisions, at which point it’s about 10 divisions a turn. If you can encircle 10 divisions a turn, you are ensuring that the Soviets don’t build up. That sounds like a lot, but think of it as 3 divisions in each AG. Whether those built up units are effective or not is sort of irrelevant. They are roadblocks with ZOC. They slow movement, drain CPP through battle, add combat delay, and when there are enough of them, they eventually create a second and third line of depth that allows many units to fight at full CPP. If you can keep the red army under control, they have to withdraw to avoid risk of large encirclements, which means free terrain without fighting or depleting CPP. The third major constraint is wear and tear. Units suffer less fatigue and attrition and use less MP when they move administratively through terrain that you conquered last turn. They then regain more CPP, which makes them more powerful and allows them to ignore fatigue penalties, if they stop movement on a space that was conquered last turn. An efficient advance will have a portion of your force generating forward movement while the rest rests in already captured territory. These two groups then switch roles the following turn. Another part of this is maximizing your assault armies. Cram them full of your best commanders and best infantry and use those troops for your fighting and the rest for holding pockets, flank protection, etc. Finally, the fourth constraint is terrain. Certain terrain forms a natural defensive barrier. Rather than fighting through/across that terrain, try to punch a hole through it in an unguarded or easier to cross location. The Dnepr is a good example. Attacking across with armor costs a lot of MP. It’s much easier to drive across in an unguarded section, and then force a withdrawal rather than having to fight for it. Have a plan for how you will cross major rivers or by passive rough terrain.




GibsonPete -> RE: How do I keep momentum as Axis? (9/2/2021 6:10:30 PM)

Firewire9452 has the right idea. Every level two railyard needs a depot. Look to you rear areas. Consider changing supply priority of the rear depots up and then down to force freight forward. Consider attacking with one unit and advancing with another to save and replenish CPP. Rest a corps in friendly ZOC's to regain CPP's. Use the Panzer Divisions to encircle not fight. Plan your supply routes with care. Linked multiple rail lines are best. A lot of rail in the Baltics converts automatically the first four turns, so seize as much as you can before time runs out. Ports are important, do not ignore them. People better than me will mention other stuff and you will figure out your own methods no one has thought of. Good luck. You are not alone.




TallBlondJohn -> RE: How do I keep momentum as Axis? (9/3/2021 10:25:10 PM)

As an example, I play Road to Leningrad a lot against the AI on 100%. My final moves were usually desperate lunges with exhausted units to capture a hex of Leningrad. Then I decided to not worry about winning, just learn to rest units and conserve CP (flip hexes with the minimum units while the rest rests. Never move infantry 100% of MP unless you have to. Never fight with panzers unless you have to, use them for maneuver). My last moves of the game was to shift rested infantry to the Volkov line, Leningrad had fallen two turns earlier!




GloriousRuse -> RE: How do I keep momentum as Axis? (9/6/2021 1:59:15 AM)

It has to be said that momentum is not a one sided affair. You have all the inputs into your own side of it already discussed, but the state of the Red Army is also a key factor in maintaining your advance. When they're sub 3M, you're going to get anywhere you want to go - well, maybe not Moscow, but most places. After 3M they start slowing down and then shutting down your options in blocks of roughly 300k men. By 4M you're porbably only effective in one AG area. By 5M in one front within one AG. By 5.6M, any dreams of being on the strategic offense will have to be shelved. So make sure you get to murdering on a grand scale. Supporting your side will be hard and require good technical skills in supplying and readying the force, but once you can do that you need to make sure you are keeping your boot on their neck for as long as possible - tired, 70% supplied Germans go through one line /checkerboard of Russians than fully ready Germans go through a spaced triple line with counter attack forces waiting for you at the far end.




HardLuckYetAgain -> RE: How do I keep momentum as Axis? (9/6/2021 2:13:24 AM)


quote:

ORIGINAL: GloriousRuse

So make sure you get to murdering on a grand scale.



Sorry, the above saying just isn't going to happen unless you are extremely good at gathering up units on a retreating Soviet. Or if a Soviet overstays their welcome on the front line with equal opponents.




GloriousRuse -> RE: How do I keep momentum as Axis? (9/6/2021 2:56:36 AM)

I would point out that Bobo kept me hammered for roughly well, all of '41 up until November. And while I'm not a supremely skilled player, I like to think I didn't make any huge newcomer mistakes either. And that I've seen several players give intermediate level soviets a good summer stomping.




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