Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Axis Turn Checklist

 
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] >> Gary Grigsby's War in the East Series >> The War Room >> Axis Turn Checklist Page: [1]
Login
Message << Older Topic   Newer Topic >>
Axis Turn Checklist - 8/28/2011 8:36:38 PM   
JKLilly

 

Posts: 51
Joined: 8/24/2010
Status: offline
I've reviewed the forum on this but didn't immediately see it. Does any experienced Axis player have a checklist of things he does each turn, in what order. I think I need to learn to be more methodical.
Post #: 1
RE: Axis Turn Checklist - 8/28/2011 10:29:26 PM   
heliodorus04


Posts: 1647
Joined: 11/1/2008
From: Nashville TN
Status: offline
Well, this is how I start:

1)  Examine my lines all across the front and see what the general picture is.
2)  Open commander's report and check all aircraft for damage levels, morale problems, and fatigue issues.  Move to NR aircraft that need rest. 
3)  Move forward all FBD rail repair units (unless enemy presence dictates otherwise).  Once you forget an FBD unit over 2 successive turns, you'll make that a high priority to do early.
4)  Check reinforcements on the western edge of the map, and move them unless you expect to have rail bottleneck problems, or you don't want to move them overland (sometimes you're fine moving things overland)

Early Turn Air Stuff:
In addition to the above, before you do ANY attack that might involve your aircraft flying (intercept or ground support), prepare yourself for the air missions that must be done first.  For me these are:
a) Resupply of forward ground units via bomber airdrop (only bombers are restricted to 1st sortie of turn for resupply, and bombers are VERY useful in this capacity for the German)
b) Ground unit attack (by air only)
c) City (factory, etc.) bombing (which I hardly ever do)
d) Decide if you want to bomb airfields or not, and whether you want to bomb them early in the turn or late in the turn, or ad hoc


END OF TURN
1)  Check all divisions, corps, and armies for the DtHQ column (distance to HQ) of the commander's report!
Sometimes you know you have units far away from HQ, but sometimes you forget to move an Army HQ and you fail a bunch of morale checks and are a sad panda.


_____________________________

Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders

(in reply to JKLilly)
Post #: 2
RE: Axis Turn Checklist - 8/29/2011 2:49:07 AM   
CarnageINC


Posts: 2208
Joined: 2/28/2005
From: Rapid City SD
Status: offline
Don't forget to pay attention to your units with withdrawal dates, make plans to cover their sectors.
Know your weather, the mud and blizzard will wreak havoc on a drive.  prepare ahead of time for these.


_____________________________


(in reply to heliodorus04)
Post #: 3
RE: Axis Turn Checklist - 8/29/2011 11:28:38 AM   
Jakerson

 

Posts: 565
Joined: 8/15/2006
Status: offline
I do most important things first. In game of this scale it is easy to forget something but if I do important move first if I forget something it is most likely not game stopper thing. It happens for everyone I think I just try to minimize risks.

I do always some bigger plan witch I try to complete this makes it more easier to see witch things are more imporant and witch are not and also decide your moves.

My turn order is

1. I check what happened during opponent turn and recon flights.
2. I do ground operations.
3. I move air bases and transfer air units if needed between bases and between national reserve. How I move them is what is my grand plan is what I want to do. I always plan my air use for longer operations this is why I do it last. Also I do not want to waste air units mileage before ground moves are done.
4. I fine tune units modes between refit mode, ready mode and reserve mode. I also reallocate SU's if needed to better support my grand plan what ever it is.




(in reply to CarnageINC)
Post #: 4
RE: Axis Turn Checklist - 8/29/2011 2:43:17 PM   
PeeDeeAitch


Posts: 1276
Joined: 1/1/2007
From: Laramie, Wyoming
Status: offline
If sustaining a panzer drive early one - Fly resupply with bombers at the start of the turn.

_____________________________

"The torment of precautions often exceeds the dangers to be avoided. It is sometimes better to abandon one's self to destiny."

- Call me PDH

- WitE noob tester

(in reply to Jakerson)
Post #: 5
RE: Axis Turn Checklist - 8/29/2011 4:12:55 PM   
Jakerson

 

Posts: 565
Joined: 8/15/2006
Status: offline

quote:

ORIGINAL: PeeDeeAitch

If sustaining a panzer drive early one - Fly resupply with bombers at the start of the turn.


I always do this last thing on the turn. This way I could better know witch of my panzer divs are in best position to keep exploiting with extra fuel I air transport to them. Reason I use air transport is making sure that those panzer divisions that are moving behind lines have littlebit extra fuel at next turn.

Other reason is that I dont want waste mileage of my fighters until I have done all ground combat. I never use air transport without fighter cover they get massacred if they are intercepted without fighter cover.

(in reply to PeeDeeAitch)
Post #: 6
RE: Axis Turn Checklist - 8/29/2011 4:55:43 PM   
Peltonx


Posts: 7250
Joined: 4/9/2006
Status: offline
1. A drink
2. Bag of chips.
3. HQ up
4. CHARGE

I forgot the most important thing!

Turn on wife agrro equipment

Pelton

< Message edited by Pelton -- 8/29/2011 4:57:27 PM >

(in reply to Jakerson)
Post #: 7
RE: Axis Turn Checklist - 8/29/2011 8:25:54 PM   
Jakerson

 

Posts: 565
Joined: 8/15/2006
Status: offline

quote:

ORIGINAL: Pelton

1. A drink
2. Bag of chips.
3. HQ up
4. CHARGE

I forgot the most important thing!

Turn on wife agrro equipment

Pelton


I have to turn on my GF aggro equipment. My girl friend nags me all time playing too much this game. I was forced to use headset becouse of all that war sounds drive my gf on aggro mode! Now she is puzzled why I laugh so much behind my computer.

Fact is that I am hooked for WITE and havent played much other games since I got this game.

(in reply to Peltonx)
Post #: 8
RE: Axis Turn Checklist - 9/3/2011 5:09:05 AM   
Aussiematto

 

Posts: 344
Joined: 2/13/2011
From: Australia
Status: offline

quote:

ORIGINAL: Jakerson


quote:

ORIGINAL: PeeDeeAitch

If sustaining a panzer drive early one - Fly resupply with bombers at the start of the turn.


I always do this last thing on the turn. This way I could better know witch of my panzer divs are in best position to keep exploiting with extra fuel I air transport to them. Reason I use air transport is making sure that those panzer divisions that are moving behind lines have littlebit extra fuel at next turn.

Other reason is that I dont want waste mileage of my fighters until I have done all ground combat. I never use air transport without fighter cover they get massacred if they are intercepted without fighter cover.


This is something I struggle with. AFAIK, if you aerial resupply the panzers BEFORE they move, then the fuel you've given them can be wasted because, as they move, they can't take it with them (or, perhaps, can't take all of it with them). I may be wrong - can someone clarify this? (I am sure it's not yes/no, so if we could get a few views I'd be happy). One alternative might be to resupply HQs (which have lots of trucks) before they move - and then let the HQ distribute the fuel. The alternative is to turn off ground support and try to have some long range bombers left but that is less efficient and risky. So, I'd love to resupply first up but just want to be sure that precious fuel won't get left sitting on the steppe... help! :)


_____________________________

I still remember cardboard!

(in reply to Jakerson)
Post #: 9
RE: Axis Turn Checklist - 9/3/2011 3:10:52 PM   
cherryfunk

 

Posts: 97
Joined: 8/18/2011
Status: offline
One thing I've started doing which has helped immensely at the end of the turn is to make my moves Corps by Corps -- meaning that I start with a particular Corps, move its units, make any administrative changes, then move up its HQ to command range, before moving on to the next Corps. (Note this is playing Axis, I imagine you'd go Army by Army for the Soviets.)

This way, instead of having to spend half an hour sorting out all my HQs at the end of the turn, most of them are already in position.
 


< Message edited by cherryfunk -- 9/3/2011 3:13:57 PM >

(in reply to Aussiematto)
Post #: 10
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> The War Room >> Axis Turn Checklist Page: [1]
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

0.672