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WITPAE - 11/24/2017 4:08:24 PM   
topeverest


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I cant seem to find the comment, but I recall a question on Admirals edition of War in the Pacific

I have played that game and its predecessors for 10+ years. I believe it is the first Matrix title I played. As far as that game, it is the best period naval and air simulation hands down - and a game specifically designed for PBEM. It is of superior design and playability. I designed a few narrowly used mods with relatively major changes within a small group of players and became very familiar with the game engine itself. The game eloquently facilitates the strategies and tactics players deploy. At present, we are designing a speculative Japan invades USA scenario for private pleasure.

AE is a highly recommended game for all who crave an excellent master simulation on Pacific WW2. Please advise or PM if there are specific questions.


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RE: Turn 95 April 8, 1943 - 11/24/2017 5:38:26 PM   
M60A3TTS


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quote:

ORIGINAL: topeverest

I am hoping to break though the enemy line and capture 10 - 20 units and force a general withdrawal in one sector.

I am not hoping for a hex by hex slog even if that is what is likely.

quote:

ORIGINAL: ericv

BTW : Good job on the Guard infantry Corps and your trucks.

after doing an offensive and moving the front line a couple of hexes, you will burn ALOT of trucks resupplying the front units, before the railroad has had a chance to reach the new frontline again. So I wouldn't dabble too much with motorisation.. Spare your trucks wherever you can.





As is true with birth control, hope is not a method.

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Post #: 452
RE: Turn 95 April 8, 1943 - 11/24/2017 6:21:25 PM   
topeverest


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HAHAHAHA!

Well Said!


quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: topeverest

I am hoping to break though the enemy line and capture 10 - 20 units and force a general withdrawal in one sector.

I am not hoping for a hex by hex slog even if that is what is likely.

quote:

ORIGINAL: ericv

BTW : Good job on the Guard infantry Corps and your trucks.

after doing an offensive and moving the front line a couple of hexes, you will burn ALOT of trucks resupplying the front units, before the railroad has had a chance to reach the new frontline again. So I wouldn't dabble too much with motorisation.. Spare your trucks wherever you can.





As is true with birth control, hope is not a method.



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Andy M

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Post #: 453
breakthrough tactics - 11/24/2017 6:53:45 PM   
topeverest


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Here are specifics why I think I can get a breakthrough.

1. Germany has limited reserves and isn’t defending in depth
2. Deploy strength against weakness. I won’t try to breakthrough in a location that is heavily defended or defended in depth. As attacking season starts, use single units per hex and pulse in the turn before the attack
3. Recon – you cant do too much recon to determine the best lace to attack along a line. This requires forethought in deploying my VVS airbases
4. Mass airpower – especially FB, F, and DB for both ground strike and interdiction
5. Use HQ buildup on all units attacking for the first turn
6. Attack along a front 20-30 miles (2-3 hexes) and then pour through with follow-up troops. Use a fan (or pincer approach – if two breaches are planned)
7. For the breakthrough attack use start with 2 - 3 brigade attacks per hex targeted. This increases enemy disruption and reduces both supply and forts. Only do one attack per brigade, so they can pulse back for main assault.
8. Actual unzipping attack, 3 guard units with at least 15 attack – armor preferred attacking at least 6 units.
9. Do not pulse into hex until all three are taken.
10. Push forward with follow-up attack armor, mech, and cavalry. Push past enemy units paying ZOC cost so that you can do follow-on attacks and ensure that those troops retreat away from the breakthrough hexes and allow at least one hex window with no enemy ZOC for rest of troops to move freely through the line and create havoc.
11. Attack in another location about 10 hexes distant with same tactics and pincer. Having a single pincer hex exploited by armor is sufficient, but the better the separation the better chance of success
12. Use linear attack tactics elsewhere to tie down enemy forces you don’t want to respond
13. attack strong units in pocket to lower supply in first turn.
14. max out interdiction with fighters.


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Andy M

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Turn 104 une 10, 1943 - 11/27/2017 1:26:30 AM   
topeverest


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Next turn is clear - so begins the summer campaign season...

Mud season summary
1. Mud season was remarkable since May only 1 turn of full mud and 75% full clear turns
2. Germany had broad success in the caucuses and clearing out the Russian elements west of the Don
3. Russia completes its build program and as noted previously there is a strong component of infantry guard corps but underrepresented with armor guard corps and cavalry guard corps.
4. Russian armor spent the entire mud season in refit and still many of the units have not acquired full experience and morale. I didn't do anything different with them than other units, but I assume the morale reduction for building armor corps is the reason. Many units could still use a couple months more. 3 non guard armor corps are still approaching 50 Exp / Mor, and another 20 are under 60.
5. Russian cavalry corps and divisions are all up to maximum as a comparison
6. Russian infantry corps - about % of them are at least three points below Morale / Exp limit even after the mud season
7. I did not plan as well as I thought I did. Turns out I needed 8 more armies to be built. Only six of which were built and deployed. Some of those guard infantry corps will not deploy in armies at the beginning of the season
8. I also did not have enough A's to do HQ buildup yet
9. Russian strength is still mostly off the MLR - but close to it - on rails
10 Russia plans to absorb the German attacks and launch their own within a few turns


Aside - June and Germany morale still 67. I thought it would settle at 65 this year. Perhaps I am wrong.




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< Message edited by topeverest -- 11/27/2017 1:28:40 AM >


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Andy M

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Campaign Map - 11/27/2017 1:46:37 AM   
topeverest


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Here is the campaign map with relevant activities since the mud






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< Message edited by topeverest -- 11/27/2017 1:47:00 AM >


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Andy M

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Destroyed units update - 11/27/2017 1:55:59 AM   
topeverest


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So I calculated all my destroyed units by tallying up the register. I hadn't been tracking.

410 total units destroyed excluding units I disbanded.

173 divisions
97 brigades
28 fortified regions
6 corps level units
105 support units



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Andy M

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RE: Destroyed units update - 11/27/2017 3:13:05 AM   
M60A3TTS


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One strange thing I see is it doesn't appear that your Kalinin and N. Caucasus Fronts are full strength. Are most of your fronts at 90CP now?

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Post #: 458
RE: Destroyed units update - 12/2/2017 1:17:39 PM   
topeverest


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This is yet one more thing I am working on.

here is a view of last turn.




quote:

ORIGINAL: M60A3TTS

One strange thing I see is it doesn't appear that your Kalinin and N. Caucasus Fronts are full strength. Are most of your fronts at 90CP now?






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< Message edited by topeverest -- 12/2/2017 1:18:24 PM >


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Andy M

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National Morale - 12/2/2017 1:26:16 PM   
topeverest


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I must not understand national morale in v1.09




I was under the understanding that
1. Germany went to 65 in 43
2. Russia gained 1 per month until it reach 65 starting in Jan 43

Clearly that isn't the rule, but I cannot find any update.



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< Message edited by topeverest -- 12/2/2017 1:28:05 PM >


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Andy M

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RE: Destroyed units update - 12/2/2017 4:00:56 PM   
M60A3TTS


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quote:

ORIGINAL: topeverest

This is yet one more thing I am working on.

here is a view of last turn.




quote:

ORIGINAL: M60A3TTS

One strange thing I see is it doesn't appear that your Kalinin and N. Caucasus Fronts are full strength. Are most of your fronts at 90CP now?








It seems like this is another case where you really need to manage better. You're creating all these STAVKA armies, but it seems like you could put at least 18 armies worth of troops just in the fronts you have.

Bryansk Front as an example. With the CP of the front short 50, that's nearly 3 armies worth of troops. Either

a) You don't have 4-5 armies in Bryansk Front

or

b) The armies you have need a lot more divisions in which case there is no need to build new armies.

(in reply to topeverest)
Post #: 461
RE: Destroyed units update - 12/3/2017 1:25:14 PM   
topeverest


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Agree entirely.

I find unwinding many of my earlier mistakes very tough to do in any timely fashion.
But I am trying



quote:

ORIGINAL: M60A3TTS

One strange thing I see is it doesn't appear that your Kalinin and N. Caucasus Fronts are full strength. Are most of your fronts at 90CP now?



==========================

It seems like this is another case where you really need to manage better. You're creating all these STAVKA armies, but it seems like you could put at least 18 armies worth of troops just in the fronts you have.

Bryansk Front as an example. With the CP of the front short 50, that's nearly 3 armies worth of troops. Either

a) You don't have 4-5 armies in Bryansk Front

or

b) The armies you have need a lot more divisions in which case there is no need to build new armies.



< Message edited by topeverest -- 12/3/2017 1:26:02 PM >


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Enem elite units tracking - 12/3/2017 1:27:28 PM   
topeverest


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I started doing this after the strategic surprise attack on Moscow last winter.

Vast majority of these units seem spotted but I don't have a German OOB at my fingertips and I have not pulled it out of the game yet.

No need as long as so many are spotted.






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Andy M

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Tuurn 106 June 24, 1943 - 12/3/2017 1:34:01 PM   
topeverest


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Russians launch a large offensive in the Stalingrad area.

So this is my first attempt at coordinating a big offensive, and despite turns of planning it went far away from plan. My plan was to pincer from Boguchar and Stalingrad, but I didn't quite close the pincer, and these troops will mostly get away, plus there is some damage I will take to my leading edge armor. I put my exploiting armor too far back, and that was the difference in closing the pincer. in all reality I should have tried something less aggressive, because getting across the Don against troops that had been dig in for 6 months was way tougher than I expected.

Live and learn. It hasn't been a total loss, and I am across the Don. I feel like I can continue with momentum until he commits major armor, at which time, I plan to launch another offensive elsewhere.

time will tell.

In other news, the enemy has one major offensive in the Maikop area. They are one hex away.






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Andy M

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RE: Tuurn 107 July 1, 1943 - 12/4/2017 1:06:14 AM   
topeverest


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Russian offensive continues - Germany begins a general withdrawal to avoid large pockets.

1. Vast bulk assault armies are across the Don, and pushing south and west
2. In the area between Boguchar, Stalingrad and Rostov, the Germans are in general withdrawal in a race to the Rostov corner
3. Germany abandons the Maikop offensive and is abandoning the Caucuses, most troops headed towards Rostov
4. It seems quite unlikely I can prevent virtually all of the units from getting away
5. Russian units surround and assault 8 german units, and 6of them route through to German lines. Nice ratio, as it has never happened to me once


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Andy M

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Combat theater map - 12/4/2017 1:06:53 AM   
topeverest


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here is the map. The race is on.







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< Message edited by topeverest -- 12/4/2017 1:07:12 AM >


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SUpport Units - 12/4/2017 1:17:44 AM   
topeverest


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In other news, I worked out a theoretical entire game of AP, CP, and front assignment complete with necessary units to build. Boy I with I KNEW that when I started! At least I have a blueprint for my next game.

I have been spending my APs getting SU's in every:
1. guard infantry corps and all cavalry corps - Sapper regiment and tank regiment
2. Armor corps - Guards heavy tank and sapper regiments

Also just did RR Engineers in a few more armies and fronts



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RE: SUpport Units - 12/4/2017 4:34:34 AM   
Sammy5IsAlive

 

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How come you are routing the surrounded units and not waiting a turn to get them to surrender? The Axis seem to be in retreat here so it doesn't seem to me that you are facing a big risk of the pockets getting broken? Or are the Axis retreating because you've already routed the surrounded units and so there is nothing to 'save'?

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RE: SUpport Units - 12/4/2017 10:56:26 AM   
topeverest


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Thanks for the information. I did not know supply was the main factor that drives surrender.

quote:

ORIGINAL: Sammy5IsAlive

How come you are routing the surrounded units and not waiting a turn to get them to surrender? The Axis seem to be in retreat here so it doesn't seem to me that you are facing a big risk of the pockets getting broken? Or are the Axis retreating because you've already routed the surrounded units and so there is nothing to 'save'?



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Turn 108 July 8, 1943 - 12/9/2017 9:20:23 PM   
topeverest


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Heavy fighting continues

1. Germans complete withdrawal across Kerch and behind Don below Stalingrad. German MLR is strong but not in depth. That said a number of reserves have been spotted
2. Russians change axis of attack to west from Boguchar, making some progress
3. Russians begin attacking between Voronezh and Boguchar, making some progress

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Map - 12/9/2017 9:28:32 PM   
topeverest


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Here is a map of the change of action.

German troops are stronger in the salient, but north of it is much weaker. Russians changed attack axes and began attacking west.






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< Message edited by topeverest -- 12/9/2017 9:29:34 PM >


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In other news - 12/9/2017 9:38:57 PM   
topeverest


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Soviets destroy the very first enemy division sized units.

Wow - cant believe it took this long.






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< Message edited by topeverest -- 12/9/2017 9:39:24 PM >


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RE: In other news - 12/9/2017 10:31:41 PM   
M60A3TTS


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You are moving probably half a million men into an area you need about thirty thousand.



To review when territory flips where there are ports involved, you need to control all the ports and have a series of contiguous hexes under your control.

In this case, what you really need to do is send three units to take the circled ports.



Once you do that, all that ground is going to flip over to you. If he has indeed already pulled back to Rostov, you're just moving a lot of extra units that could be employed elsewhere into empty territory you could take with three units. You have time to win this, but you don't want to waste it either.

(in reply to topeverest)
Post #: 473
RE: In other news - 12/10/2017 12:18:22 AM   
topeverest


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Once again, much appreciated.

quote:

ORIGINAL: M60A3TTS

You are moving probably half a million men into an area you need about thirty thousand.



To review when territory flips where there are ports involved, you need to control all the ports and have a series of contiguous hexes under your control.

In this case, what you really need to do is send three units to take the circled ports.


Once you do that, all that ground is going to flip over to you. If he has indeed already pulled back to Rostov, you're just moving a lot of extra units that could be employed elsewhere into empty territory you could take with three units. You have time to win this, but you don't want to waste it either.



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Post #: 474
Losses - 12/10/2017 12:32:25 AM   
topeverest


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Losses have been very manageable this season. Despite numerous large armored contests, the losses have been surprisingly low.






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< Message edited by topeverest -- 12/10/2017 12:33:15 AM >


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Air war - 12/10/2017 12:43:46 AM   
topeverest


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The air war has settled into a pattern. The enemy has chosen to set his fighters to support interdiction, and he owns that. In response, I do ground attack unimpeded except around the edges. I target main battle formations and exposed HQs. On HQ's I can get up to 1500 total casualties though about 500 is more common.

enemy casualties typically come from AA, and mine are A2A and AA






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< Message edited by topeverest -- 12/10/2017 12:44:50 AM >


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Strengths - 12/10/2017 12:50:47 AM   
topeverest


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AS you can see, I have been unable to grind down the enemy effectiveness ratio despite heavy combat.

I am curious if this is normal or it is because I have underperformed.






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< Message edited by topeverest -- 12/10/2017 12:51:17 AM >


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Production - industry - 12/10/2017 12:57:29 AM   
topeverest


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Here is a view of production - this is all doing satisfactorily






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AFV production - 12/10/2017 1:02:29 AM   
topeverest


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All fine here too






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RE: AFV production - 12/10/2017 2:01:05 AM   
charlie0311

 

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Hi Andy,

Fourteen loaded tank armies is doable. Lots of everything else as well.

C







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