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RE: TURN3 - 12/9/2010 9:53:35 PM   
Arstavidios

 

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losses




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RE: TURN3 - 12/9/2010 9:56:41 PM   
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RE: TURN3 - 12/9/2010 10:00:51 PM   
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Soviet tank numbers have droped significantly. Still many of them present.




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< Message edited by Arstavidios -- 12/9/2010 10:01:13 PM >

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RE: TURN3 - 12/9/2010 10:25:22 PM   
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The AI's probably creating units out of thin air by using AP's. It has to fill them up, but it has probably created a fair number of them already. Your losses are perfectly manageable up to now.

Keep in mind that Tank divisions might pack a punch (by Soviet standards) due to their number of tanks, but they're also rather fragile as when they retreat they'll often lose at least 100 tanks, which greatly limits their combat power. The best way to stop AFV-heavy units is to reduce its AFV numbers through constant attacks followed by causing a retreat, which normally destroys a fair number of AFV's. High experience/morale units are far less affected by retreating or routing than low to mid experience/morale units, so the Germans will suffer less from retreating or routing than the Soviets for most of the war.

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RE: TURN3 - 12/9/2010 11:29:21 PM   
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Those tank numbers for the Soviets show a decently high percentage as being ready; that sort of runs against what some history books state.  Well, too late to do any tweaking.

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RE: TURN3 - 12/9/2010 11:49:44 PM   
hgilmer3


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Good AAR!

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RE: TURN3 - 12/10/2010 12:19:08 AM   
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Well the soviet tanks are being destroyed before they get a chance to break down
I'm using my mobile forces to penetrate in depth in soviet territory.
I avoid battle as much as possible and bypass all I can until I meet something consistant. Infantry then mope up what's left behind.
I would not go that far against a human opponent, but this game is to learn while abusing the AI :)
It's always fun to abuse the AI.

I'm currently playing turn 4

In the South a couple of panzer divisions drove into an undefended Kiev. While an other large enciclement has been made.
So far I'm playing on normal. The AI shows a tendency to leave citiies undefended. Maybe it should be tweaked to leave some garrisons to prevent raids in depth like I did in the South and act as spped bumps. Unopposed panzers can move quite fast. Those grand sweeps are fun though :)

I need to get a look at how the air force works, and also the organisational aspects. I have some reinforcements coming in and I have to see how to integrate them into the forces.

I'll kick the AI a few more turn, then I'll change sides and take the soviets. Possibly for the winter counter offensive. It could be interesting to have a look at that from the soviet side.





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RE: TURN3 - 12/10/2010 12:23:32 AM   
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On some occasions the generals would mess up, and a large city would have just a weak garrison to defend it, though I don't recall a specific time when a city was completely undefended.

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RE: TURN3 - 12/10/2010 12:57:07 AM   
Erik Rutins

 

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quote:

ORIGINAL: randallw
Those tank numbers for the Soviets show a decently high percentage as being ready; that sort of runs against what some history books state.  Well, too late to do any tweaking.


The units those tanks are in themselves are unready though - there's a bigger picture beyond the individual equipment.

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RE: TURN4 - 12/10/2010 11:12:22 AM   
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oops just checked the settings and they were on easy.
So no wonder the AI is getting bumped.
Modified that put everything at 100% with AI admin at 120%
The aim of is game is to see how the game works while having fun bashing the AI.
So even on easy the defensive AI is showing something coherent. Not much of a challenge but enough opposition to make you think.
I'll see in the coming turns how the settings modification affects the results.

I've started assigning reinforcement to armies. I'm curious to know how others would arrange that. I guess it's a matter od personal taste. I think I'll remove the infantry from the panzer groups anf assign it to the infantry armies. If I understand correctly it's not possible to create new german HQs so new divisions have to fill what you get.
So 3 or 4 corps of 3 or 4 divisions seems to be a resobable stabdard for infantry armies.

For the air war not much seems to happen. I'm flying AI recon missions and leave the rest to the AI. I've moved the airbases near the front.

In the North and centres the infandtry is reaching the line now. I've made some pockets around Pskow and Vitebsk




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RE: TURN4 - 12/10/2010 11:18:36 AM   
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In the South rampaging panzers entered en empty Kiev.
Massive soviet reinforcements are one the way.




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RE: TURN4 - 12/10/2010 11:24:51 AM   
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In the south AGS is pushing towards Odessa and the Dnepr while axis allies start arriving.




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RE: TURN4 - 12/10/2010 11:31:16 AM   
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Losses keep mounting mainly through the destruction of encircled soviet units.
Most German losses are suffered during the soviet turn.
49 soviet units including 7 armoured divisions and 4 motorised divisions were destroyed. Mainly in the South.




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RE: TURN4 - 12/10/2010 11:37:07 AM   
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The soviet army stays big, though tank numbers keep falling




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RE: TURN4 - 12/10/2010 12:36:44 PM   
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quote:

So far I'm playing on normal. The AI shows a tendency to leave citiies undefended.


The programmers have been trying to fix that for months, but the results can still be less than satisfactory. The AI doesn't really know how to deal with deep movements by mobile units, so it probably wasn't expecting Kiev to be attacked this turn.

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RE: TURN4 - 12/10/2010 12:47:33 PM   
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Upping the SU AI Morale setting to 110% will give GAIA bonus units that will enable her to cover the front line with units that will slow down breakthroughs. If she can't cover the front line she is Dead.


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RE: TURN4 - 12/10/2010 1:14:02 PM   
Arstavidios

 

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That's what I'm experiencing.
Some blobs of soviet units that can get disrupted and cut off.
It's Still early in the war so it's not that bad.
I did put everything at 100% I'll leave the Axis at 100% and put the AI at 110%.
This should help. So far soviet losses are heavy but not crippling.

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RE: TURN4 - 12/10/2010 1:16:28 PM   
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also fog of war is on for both the soviets and the axis.
Would you recommend turning it off for the AI?

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RE: TURN4 - 12/10/2010 1:16:32 PM   
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My "Field Marshal Noob" AAR was played at 100/110, and I think it turned out pretty well.

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RE: TURN4 - 12/10/2010 8:30:35 PM   
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Turn 5
Large envelopments all along the front.
The AI managed to reopen one of the pockets as my encircling ring is rather loose.
Axis is set to 100 soviet 110 and 120 for admin.
Those large encirclements are fun to make, but Takes an awfull amount of Human CPU time.
Now my processors are overheating and I have an awful headache.

In the north, the Soviets have withdrawn for the finish boder.
My troop keep advancing. Talin was ecacuated. I did the same when playing GMT AGN. :) so that's fine with me.






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TURN5 - 12/10/2010 8:49:10 PM   
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In the centre the southern end of the southernmost pocket was reopened.




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RE: TURN5 - 12/10/2010 8:58:42 PM   
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In the south the pockets were not reopened
All in all about 100 on map units traps from Nort to south. Many soviet airfields were displaced so high aircraft losses too. So far about 200 soviet units have been destroyed




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RE: TURN5 - 12/10/2010 9:02:41 PM   
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Losses are mounting




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RE: TURN5 - 12/10/2010 9:10:47 PM   
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There's a bunch of routed Soviet units that ran all the way back to Kursk?

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RE: TURN5 - 12/10/2010 9:14:13 PM   
Arstavidios

 

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Yet the red army maintains its numbers.
So basically a loss a 300 000 men a week merely prevents the red army from growing.
a few turns of mud ond a couple million men will pop up. This is going to be long and painfull.
I'm also using my panzers in a much reckless way. allowing me to cut off large amounts of troops.
Against a human player this would most probably result in many nasty surprises

Tank losses have been especially heavy as the AI tennds to leave a lot of them in the front line redy to be cut off. I would expect a human player to keep them safely behind to lauch counter attacks on the encircling forces and allow troop to escape.

This turn's pockets might make a dent on the endless hordes of undead soviets craving for Hitlerite brains to feed on :)




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RE: TURN5 - 12/10/2010 9:18:07 PM   
Arstavidios

 

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Well troops went down 150 000 and tanks went down 1500 and planes down about 100 so it was not bad.
This is the worst periode por the Soviet unions with troops being destroyed pretty much as fast as they get into the field.

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RE: TURN5 - 12/10/2010 9:29:07 PM   
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quote:

There's a bunch of routed Soviet units that ran all the way back to Kursk?


Maybe their HQ is over there, or the AI railed them there. The AI has some issues with keeping higher level HQ's at logical distances from the front.

-

Nice going thus far Arstavidios.

< Message edited by ComradeP -- 12/10/2010 9:30:27 PM >


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RE: TURN4 - 12/10/2010 10:32:43 PM   
hgilmer3


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quote:

ORIGINAL: Arstavidios

also fog of war is on for both the soviets and the axis.
Would you recommend turning it off for the AI?



Someone can correct me if I'm wrong, but I thought I read it was always off for AI.

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RE: TURN5 - 12/10/2010 10:45:24 PM   
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Panzers are getting low on fuel now.
so it's going to get more complicated.
There were 400 000 men trapped in the pockets.
I'm trying to close the leaky pocket  again but with armour low on fuel it not easy.
Time to consolidate and bring supplies and reinforcements. Hopefully the soviet AI will bring more troops in so that I won't have to run after them.

If the soviets retreat faster than my railheads advance the red zombie hordes will fill again. I guess I've reached the low point of the red army as those grand scale sweeping envelopments are going to be increasingly diffucult.

There was little armour in the last pockets.

The initial panzer rush was a lot of fun though.
I suspect a human opponent would have done better, But I'm missing many opportunities as I'm still struggling with the rules, especially supply.

I'll try to put the Germans in as good a situation as possible before bad weather then take the soviets and see how it's like.

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TURNS 6-7 - 12/11/2010 3:33:39 PM   
Arstavidios

 

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In the North AGC keeps pushing towards Leningrad.
The city could probably be taken within a couple of months.
The Fins are advancing without much opposition. A few laggards were rounded up an a couple units that have nit retreated behind the stop line are being attacked.

In the centre massive pocket clearing in turn 6 and 7 were the leaky pocket was sealed and closed.
I'm getting low on supplies and I need to reorganise a bit. so probably a couple of turns with direct frontal attacks but little advance, to prepare for the next big panzer push.

In the South many troops were encircled and the Dnepr is being crossed without much opposition. No coherent defensive line left. Small groups of soviet units are encircled and destroyed. Lack of fuel is slowing me more than soviet opposition. Soviet numbers have fallen sharply after these large encirclements.

A large portion of my infantry is still trying to catch up and has not seen action so far. I've also recieved some reinforcement but they need to catch up with the front. So I'm progressively reorganising things.

Infantry divisions in Panzer groups is not a good idea IMO, so I'm moving them to the infantry armies.

Also doing some manual reading.
Behind the lines railheads advance slowly. 2 or 3 hexes a turn is about all I can get except in the North




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