BletchleyGeek
Posts: 4713
Joined: 11/26/2009 From: Living in the fair city of Melbourne, Australia Status: offline
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Thank you for your answers. I've been mainly playing the Soviet side so far, and my questions are motivated out of curiosity. I'm playing a GC against a human player as well and this kind of discussion gives me a hint about how he is seeing things (btw, he's doing similarly as you're doing, with the exception of the center, of course). quote:
After noticing that swamps were amazing defensive terrain against infantry too, I decided to storm through the Pripyat marshes to avoid the problems I'm facing in the AGN area. It will also mean he'll have to hold a longer line along the Dnepr, hopefully allowing me to get across it in force soon. He hasn't committed many forces to the marshes, the forces in there probably either routed there or could not get out after 1st Cavalry cut the rail line. In my game I pulled out of the Pripyat marshes as fast as I could. The German cavalry division handles that terrain pretty well I hadn't anything able to counter that. The terrain is very good for defense, but it's rendered irrelevant because of the german advance on both flanks. When it gets isolated, any units you have in there won't get anywhere. quote:
Sadly, the benefit for being closer to a functional rail line I was hoping for didn't really materialize, as units still only had about 50% of their fuel requirements. The main benefit seems to have been the HQ's hoarding dumps. Are you finding air resupply to be ineffective? My opponent has been so far able to keep panzers in prime operational condition through that - to my dismay. I've been reinforcing IAD squadrons all along the front line to hinder that. I'm expecting him as well to use the HQ buildup function. I've seen him combine HQ buildup with air resupply on Blau to great effect. quote:
When your opponent pulls back most of his units, like notenome's doing, you're facing the odd reality that 1942 and perhaps even 1943 will be more problematic for the Soviets than 1941. When the 1942 summer offensive starts, my mobile units should be able to pocket substantial enemy forces again, unless he places his units in a checkerboard on the last mud turns (not a bad idea as it would again essentially nullify Axis mobility). He's trading terrain for being able to keep units intact, and as Axis logistics inevitably break down with or without stiff Soviet resistance, the difference in the amount of terrain I can capture between a game where the Soviet player fights or runs away shouldn't be too substantial. The main difference will be much lower Soviet losses when the Soviet player runs away. Indeed, the goal of the Soviet player in 1941 is to preserve the RKK and the eventual collapse of the Axis supply network is perhaps a fact. But one shouldn't forgo other goals like preserving Soviet industry and rail network integrity or getting enough victories to get some units into Guard status. As a defender the decision whether to withdraw or to stand and fight relies heavily on the perception of the ratio between opposing forces. If you see a huge panzer phalanx advancing towards a line of 1941 Soviet units you need to be either very ballsy or very silly to think you'll be stopping it cold dead. Perhaps your moves - once he realized that you had concentrated your mechanized forces on the axis Rovno - Kiev - have become too obvious. Switching the axis of advance unexpectedly might lead him to make the wrong decision between run or fight. Maybe it's too late to conceal your next move in the South, but in AGN something which might work, could be to pretend that you haven't pulled back the panzers. I think it would make sense to keep a PzDiv and a MotDiv, behind your lines, broken down into regiments, to give him the impression that the panzertruppen are still there, only that waiting for the infantry to achieve a breakthrough...
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