Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Luftwaffe kicking some A$$

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> After Action Reports >> RE: Luftwaffe kicking some A$$ Page: <<   < prev  4 5 [6] 7 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Luftwaffe kicking some A$$ - 3/26/2008 11:36:11 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Sweet! In big news turkey has joined the AXIS. That will offer me some much needs PP's and open up the underside of the Soviets. Baku baby here we come!

(in reply to bwheatley)
Post #: 151
RE: Luftwaffe kicking some A$$ - 3/26/2008 11:57:08 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
This was one heck of a battle!






Attachment (1)

< Message edited by bwheatley -- 3/26/2008 11:58:25 PM >

(in reply to bwheatley)
Post #: 152
RE: Luftwaffe kicking some A$$ - 3/26/2008 11:59:22 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Something in me says we can try to make a nice pocket there and crush those units.




Attachment (1)

(in reply to bwheatley)
Post #: 153
D-Day was repulsed! - 3/27/2008 12:02:03 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
After an 11 month battle the bridgehead for the allies has been destroyed. The Germany Western Army under the command of Erwin R Rommel has told reporters within 2 months the stragglers should have been destroyed or surrendered.




Attachment (1)

(in reply to bwheatley)
Post #: 154
RE: D-Day was repulsed! - 3/27/2008 12:07:16 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Finally i can start resending supplies to the eastern front and the greeks who are again kicking my butt btw.


Note: How do i enter big land hexes?

(in reply to bwheatley)
Post #: 155
RE: D-Day was repulsed! - 3/27/2008 12:15:51 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
I've reorganized my production!

Gave some prod back to AG SOUTH so i can push through the balkins then use AG south to go through the turkish hills to baku. I'm building engineers in turkey so that i can build the road into the mountains to fast track this advance




Attachment (1)

(in reply to bwheatley)
Post #: 156
RE: D-Day was repulsed! - 3/27/2008 12:17:19 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
This is page 2




Attachment (1)

(in reply to bwheatley)
Post #: 157
RE: D-Day was repulsed! - 3/27/2008 12:17:42 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Final Page




Attachment (1)

(in reply to bwheatley)
Post #: 158
RE: D-Day was repulsed! - 3/27/2008 12:18:08 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Still have 5 88's a turn going to the west front just to be safe.

(in reply to bwheatley)
Post #: 159
RE: D-Day was repulsed! - 3/27/2008 12:19:51 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Here is my current defenses now you can see i'm building defense units on each city by the water. I am starting with 88's then i'll upgrade infantry etc. I'm goign to throw up hard points at certain road junctions thats what really saved my bacon this time. The ruhr was spared by some rivers and a few fotresses.




Attachment (1)

(in reply to bwheatley)
Post #: 160
Kiev - 3/27/2008 12:32:36 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
The preassault attacks on kiev begin. They have an ungodly amount of arty in there i am trying to kill.




Attachment (1)

(in reply to bwheatley)
Post #: 161
RE: barbarossa - 3/27/2008 1:21:37 AM   
zook08

 

Posts: 138
Joined: 2/19/2008
Status: offline
Very nice AAR! A few comments:

- HQ supply: If an HQ requests 24000 supply but sends out only 19000, the other points might be required by the units *in* the HQ. That can happen if you route a lot of production to it.

- There is a stacking penalty in combat for having too many units in one hex. I'm not sure where the limit is in WaW but I guess it's about 100 stacking points (=weight?). A unit with 10 tanks should weigh far above that limit, even without any infantry or other units attached. That means an automatic combat penalty for these monster units. I tend to keep my tank divisions at about 4-5 tanks and 40-50 infantry, plus 5-10 mortars.

- Mortars! Don't you build any, or are there none in v32? I regard them as my primary infantry killers and try to keep a ratio of at least 1:10 in all offensive divisions.

- Artillery! Dito, and at least as important. Don't attack a strong enemy stack without softening it up first with massive amounts of arty. 5 arty, 10 rifle, 1 flak, 7 horses. I remember there was a change to artillery in that version... what was it? Range?

- Oh, and infantry guns aren't worth it in my opinion, because they weigh 10 points and you absolutely need to buy expensive transport capacity for them.

- You spent far too much on PP and tech, IMO. 230(?) PP for a Level III tech is almost prohibitive - that's 115,000 production, or 1,150 rifle units. When I attacked the USSR in a recent PBEM game, I outgarrisoned them by 3:1 in mid '41. Don't think you can crack the Soviets without a huge advantage in numbers, at least for the first couple of turns.

- I'm not a big fan of Bazookas, either. You need a lot of them to be effective, they are good only for defense, you have to buy transport for them, and some always get lost when you attack with them, without getting something for your money. Better to buy AT guns, or even better still, divebomb the enemy tanks before they can get to you.

(in reply to bwheatley)
Post #: 162
RE: Kiev - 3/27/2008 1:39:19 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Variables update

Germany
Production Capability 103732
Total Manpower 9000
ManPower Used 6171
Available Manpower 2829

West
Prod Capacity 116000
Total ManPower 10320
Manpower Consumed 11126
Available Manpower -886

(Does that mean i wont have to fight these guys much more?? Perhaps i can save up to invade london now?)

USSR
Prod Capacity 44000
Total Manpower 13680
Manpower Consumed 8290
Available Manpower 5270

(in reply to bwheatley)
Post #: 163
RE: barbarossa - 3/27/2008 1:43:14 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline

quote:

ORIGINAL: zook08

Very nice AAR! A few comments:

- HQ supply: If an HQ requests 24000 supply but sends out only 19000, the other points might be required by the units *in* the HQ. That can happen if you route a lot of production to it.

- There is a stacking penalty in combat for having too many units in one hex. I'm not sure where the limit is in WaW but I guess it's about 100 stacking points (=weight?). A unit with 10 tanks should weigh far above that limit, even without any infantry or other units attached. That means an automatic combat penalty for these monster units. I tend to keep my tank divisions at about 4-5 tanks and 40-50 infantry, plus 5-10 mortars.

- Mortars! Don't you build any, or are there none in v32? I regard them as my primary infantry killers and try to keep a ratio of at least 1:10 in all offensive divisions.

- Artillery! Dito, and at least as important. Don't attack a strong enemy stack without softening it up first with massive amounts of arty. 5 arty, 10 rifle, 1 flak, 7 horses. I remember there was a change to artillery in that version... what was it? Range?

- Oh, and infantry guns aren't worth it in my opinion, because they weigh 10 points and you absolutely need to buy expensive transport capacity for them.

- You spent far too much on PP and tech, IMO. 230(?) PP for a Level III tech is almost prohibitive - that's 115,000 production, or 1,150 rifle units. When I attacked the USSR in a recent PBEM game, I outgarrisoned them by 3:1 in mid '41. Don't think you can crack the Soviets without a huge advantage in numbers, at least for the first couple of turns.

- I'm not a big fan of Bazookas, either. You need a lot of them to be effective, they are good only for defense, you have to buy transport for them, and some always get lost when you attack with them, without getting something for your money. Better to buy AT guns, or even better still, divebomb the enemy tanks before they can get to you.


Thanks for taking the time to post zook!

No i don't use mortars but i guess i will start doing that :)
ANd i have my original 2 arty divisions from invasion of poland they are doing well i actually just this turns tarted to build more :)

So if the total weight of units in a hex is more then 100 that hex will have a combat disadvantage? or 100 weight for the whole battle? sorry its confusing i'm just trying to understand.

I've laid off the bazookas and I will certainly implement some of your suggestions for mortars and arty.

(in reply to zook08)
Post #: 164
RE: barbarossa - 3/27/2008 1:43:50 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
NOVEMBER 1942




Attachment (1)

(in reply to bwheatley)
Post #: 165
Kiev Falls - 3/27/2008 1:44:40 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Flash! The last of the allied invaders were thrown from Western Europe this morning.

I'm working on reorganizing my Western Defense. I have created a panzer division named "Panzer Lehr Division" it will sit back between Paris and Belguim to react to any thing. I will work on creating a 2nd Panzer division to sit near north germany as a defense as well.

What a different a couple of months in a war makes. Aganist all odds the germans have started war with the russians in December 1941. Then in early 1942 they are attacked in 2 places and the invaders fight all the way to the doors of the ruhr. And up north they fight within a hundred kilos from Berlin. The Wehrmacht turned them back. Commander Army Group Center Von Manstein has captured Kiev against all odds. Now there is a manufacturing center inside the USSR that the 3rd Reich can use.




Attachment (1)

(in reply to bwheatley)
Post #: 166
RE: barbarossa - 3/27/2008 2:15:48 AM   
zook08

 

Posts: 138
Joined: 2/19/2008
Status: offline
quote:

ORIGINAL: bwheatley
No i don't use mortars but i guess i will start doing that :)
ANd i have my original 2 arty divisions from invasion of poland they are doing well i actually just this turns tarted to build more :)

Build at least one arty per turn, but check the scenario description first. I think range was lowered to one in this version. That would make arty much less useful.

And generally, about the combat system: the way I understand it now, infantry does not do a lot of killing. The rifle guys primarily serve to *protect* your rear-area-type killing units, i.e. the mortars and tanks. Mortars attack 5 times per combat round, medium tanks 10 times. Infantry attacks once, and with very little strength.

Comparing the numbers:
Mortars attack 5 times with Pow 20 (vs. Infantry) = 100 total attack strength per round (the actual math is a bit different, but that's close enough).
Infantry attacks once with Pow 13 (vs. Infantry) = 13 total attack strength.
Mortars cost 500 and eat five supplies, Inf costs 100 and eats two supplies. But mortars are not only better at killing, they also don't *get killed* as long as there is enough infantry to protect them and prevent an enemy breakthrough.

That's the nice thing about AT's combat system: it's complicated, but mostly "feels right". Rifle infantry doesn't kill much in reality, that's what big shells are for. But without it, the enemy infantry can get to your HE throwers and kill them at ease. Try attacking unprotected tanks with infantry only, it actually works. Well, sometimes. With a simpler system you wouldn't get that effect.

quote:


So if the total weight of units in a hex is more then 100 that hex will have a combat disadvantage? or 100 weight for the whole battle? sorry its confusing i'm just trying to understand.


If you attack with more than 100 Stacking Points *per hex*, you get a penalty. Spread out more and attack from multiple hexsides. I think the defender gets a lesser penalty for overstacking. It's in the manual somewhere...

(in reply to bwheatley)
Post #: 167
RE: barbarossa - 3/27/2008 5:56:02 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Cool thanks for takign the time to explain it :) Artilly is still pretty nice i dig it.

(in reply to zook08)
Post #: 168
December 1942 - 3/27/2008 5:57:08 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
As 1942 comes to a close it feels like the germans might be able to hold this out after their terrible barbarossa start due to guile and the brains of the german soldier.

(in reply to bwheatley)
Post #: 169
RE: December 1942 - 3/27/2008 5:57:49 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
oops forgot the pic.




Attachment (1)

(in reply to bwheatley)
Post #: 170
RE: December 1942 - 3/27/2008 6:00:47 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
A very effective naval blockade it appears!
Or maybe not?




Attachment (1)

(in reply to bwheatley)
Post #: 171
RE: December 1942 - 3/27/2008 6:21:15 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Update winter has fallen i have to get some troops inland to start taking care of these Partisans. I also have to be careful of my manpower i will be stretchd thing in another year or so but hopefully it wil be ok after that.

(in reply to bwheatley)
Post #: 172
RE: December 1942 - 3/27/2008 1:30:17 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Jan 1943




Attachment (1)

(in reply to bwheatley)
Post #: 173
RE: December 1942 - 3/27/2008 1:31:24 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Crap the west just upgraded to Fighter IV so i need to get on that to keep from getting overwhelmed or i could just give up and let them attack.

(in reply to bwheatley)
Post #: 174
RE: December 1942 - 3/27/2008 1:42:19 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
West has dumped their guns and moved to start invading russia from the urals.




Attachment (1)

(in reply to bwheatley)
Post #: 175
RE: December 1942 - 3/27/2008 2:00:31 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
This turn we moved into russia deeper we're one hex from kharkov. In the south it looks like allies dropped paratroopers in upper italy and took milan and another city along with some partisans. So i have to sweep back through with the hand of god and destroy them. Also worked on trying to crack out mortars and arty :).

(in reply to bwheatley)
Post #: 176
RE: December 1942 - 3/27/2008 11:03:00 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
oop scomputer crashed so starting this turn over!

Attachment (1)

< Message edited by bwheatley -- 3/27/2008 11:20:25 PM >

(in reply to bwheatley)
Post #: 177
RE: December 1942 - 3/28/2008 12:07:27 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
At least in the East my luftwaffe can kick ass and take names still.




Attachment (1)

(in reply to bwheatley)
Post #: 178
At the gates of kharkov - 3/28/2008 12:10:50 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
At the gates of kharkov are the 1st and 2nd SS panzer divisions. The 3rd SS Panzer Division holds the cross roads. Going to move arty up and start bombing that city hope to take it within a couple weeks.




Attachment (1)

(in reply to bwheatley)
Post #: 179
RE: At the gates of kharkov - 3/28/2008 12:53:47 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Feb 1943

At this rate the western france area will be fighterless!




Attachment (1)

(in reply to bwheatley)
Post #: 180
Page:   <<   < prev  4 5 [6] 7 8   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> After Action Reports >> RE: Luftwaffe kicking some A$$ Page: <<   < prev  4 5 [6] 7 8   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

4.453