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RE: German turn 6 - 5/18/2018 5:16:29 PM   
thedoctorking


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quote:

ORIGINAL: Telemecus

quote:

ORIGINAL: thedoctorking
BTW, seems like you need a lower-numbered base to be the intermediate target for the transfer. So you stack a base (21st LW) with a bunch of planes on it with an empty base with a lower number (20th LW), and the empty base will be on top of the stack. You hit f10, transfer the planes from and to the same hex and they will now be on the 20th. Then, you move 21st to where you want it, hit f10 again and transfer from the original hex back to the 21st in the new destination. And goodbye to all those problems with running out of fuel and ammo for your aircraft.


Are you sure - I have been doing this quite a lot for a long time and it has always been the other way round for me. BTW you need to be comparing the ID numbers, not the numbers in the name. For instance the ID of 21LW is 50.





OK, that explains it. I was looking at the unit number.

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Post #: 61
RE: German turn 6 - 5/18/2018 5:17:17 PM   
thedoctorking


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There's a lot to like about this game but this part truly sucks!

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RE: German turn 6 - 5/18/2018 5:21:05 PM   
SparkleyTits

 

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+1 I hate the kabuki dance

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RE: German turn 6 - 5/18/2018 5:22:34 PM   
Telemecus


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quote:

ORIGINAL: thedoctorking
There's a lot to like about this game but this part truly sucks!


Stelteck has made some interesting posts about how this game was not designed for using airpower and it slows the game. There is a case to be made if you do not enjoy this part to agree house rules to avoid it. E.g. no air trasnfers, no manual missions only auto etc. If both sides agree this would even things up a bit. Some of these rules (like airtransfers) could be checked by an opponent who has a picture of the previous turn. Some would have to be on trust.

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Post #: 64
RE: German turn 6 - 5/18/2018 5:25:36 PM   
Telemecus


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quote:

ORIGINAL: SparkleyTits
+1 I hate the kabuki dance


Kabuki dancers say they hate ST!





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Post #: 65
RE: German turn 6 - 5/18/2018 8:22:22 PM   
thedoctorking


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It seems like it would be an easy fix, just allow air transfers at any time rather than just at the beginning of the aircraft's movement. What's the simulation or game justification for requiring air transfers to go first?

I wonder if this is moddable or would require a coding change?

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Post #: 66
RE: German turn 6 - 5/19/2018 1:08:27 PM   
Telemecus


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quote:

ORIGINAL: thedoctorking
It seems like it would be an easy fix, just allow air transfers at any time rather than just at the beginning of the aircraft's movement.

it would certainly make the whole airbasing thing trivial - but might make it imbalanced. In effect a player could make fly their whole air force in the north for missions, then fly it to the centre for missions and then fly it south. At the most basic level there would be no tactical choices on where to places your air force in your turn at all.

All the restriction that involve the word "first" make the game awkward, all the others (like only 2 bombings per hex) do not. So perhaps just 1 air transfer but at any time, not just at the start would be a more moderate change? I guess though completely infeasible from a code point of view :(

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Post #: 67
RE: German turn 6 - 5/19/2018 9:46:29 PM   
thedoctorking


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quote:

ORIGINAL: Telemecus

quote:

ORIGINAL: thedoctorking
It seems like it would be an easy fix, just allow air transfers at any time rather than just at the beginning of the aircraft's movement.

it would certainly make the whole airbasing thing trivial - but might make it imbalanced. In effect a player could make fly their whole air force in the north for missions, then fly it to the centre for missions and then fly it south. At the most basic level there would be no tactical choices on where to places your air force in your turn at all.

All the restriction that involve the word "first" make the game awkward, all the others (like only 2 bombings per hex) do not. So perhaps just 1 air transfer but at any time, not just at the start would be a more moderate change? I guess though completely infeasible from a code point of view :(



I don't know if that's necessarily true. You'd still be expending miles for all those transfers. It's a long way from the north to the south of the line.

How about this, charge AP for transfers of air units to different HQ's, and then make airbases draw supply through their HQ's like ground units. That would require a bunch of coding changes, though.

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Post #: 68
SOV turn 6 - 5/31/2018 1:18:33 AM   
ICalli


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To start with, looks like my lake Prepus forces are getting cut off. A PZRBlob thrust of 9 MOT units split my line connecting Lake Pripus and Ilmen. After throwing a majority of my available units at the penetration I was able to get in front.

In the center Western front commander executed. Popov steps in which isn’t a great improvement

I am starting to actually develop some form of a line. Well, except for the hopefully unnoticeable gaping hole in front of Moscow.

Need to look back through the forums to figure out how to upload images

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Post #: 69
RE: TheDoctorKing vs Isaac 1941 Campaign - 6/11/2018 10:49:00 PM   
thedoctorking


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Turn 7 saw some progress for the Axis, but nothing spectacular in terms of pockets or territory captured. The Soviet defenses seem to be stiffening, especially in the north. There, my two-Army offensive only managed to gain a few hexes against stiff resistance, with supplies running short. The Soviets appear to have made a major commitment of air power to this front, leading to significant air losses. I have assigned two new fighter groups to this region to combat the powerful Soviet air defenses. On the ground, I have sent a new corps to join 17th army. Nonetheless, I’m detecting a weak spot to the east of Lake Ilmen, which I hope to be able to take advantage of next turn. I didn’t use all the movement points I had available and did send some air supplies forward to my armored spearheads. I’m hoping that this will mean I’ll have a significant movement next turn and can finally break through on this front.





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RE: TheDoctorKing vs Isaac 1941 Campaign - 6/11/2018 10:50:01 PM   
thedoctorking


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In the Center, the only fighting was the suppression of the two pockets from last turn. My infantry advanced without encountering any significant resistance as far as Smolensk, while the 2nd Panzer Group’s tanks enjoyed the bounty of an HQ buildup. Next turn, with any luck, we will be able to scamper forward across the upper Dnepr and pose a realistic threat to Moscow. I don’t actually expect him to let me capture the city, but hopefully the threat will distract the powerful forces that are confronting me in the north. To the south of the Dnepr bend, 4th Army is now fully across the river and pressing up to Gomel, while 2nd Army is coming out of the swamp and making for the river crossings as well.






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RE: TheDoctorKing vs Isaac 1941 Campaign - 6/11/2018 10:51:44 PM   
thedoctorking


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In the northern Ukraine, 6th Army probed the defenses of Kiev, but is mostly moving north of the city to force a crossing at Dymer. The oversized 1st Panzer Group is pushing for a crossing at Cherkassy. Soviet defenses of the city itself are unspectacular, and I expect Isaac to withdraw next turn. He appears to be doing a traditional fall-back defense in this area, preserving his troops pretty well and not confronting me.

In the Odessa region, 11th Army was unsuccessful in its coup de main against the city, thanks in good measure to the presence of General Rokossovsky in command. But again, the next turn should see a Soviet withdrawal or give the opportunity to capture tens of thousands of Soviet troops.

Total losses were 18,000 Axis to 206,000 Soviet, and in the air 105 to 593. I lost a disquieting 26 JU-87’s this turn, mostly in the heavy fighting around Pskov. TOE totals are 3.46 million Germans, about 1.5 million Axis allies, and 3.66 million Russians.





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RE: SOV turn 5 - 6/20/2018 5:51:53 PM   
Mamluke


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quote:

ORIGINAL: ICalli

The Dr. emailed the turn over to me stating that it had been a "pretty quiet turn". Upon opening the file I realized that it must have been sarcasm as the Germans had made 50+ attacks.

Nº1 -First thing, I decided to look at pulling SUs out of cities. Clicked the "x" to return one AAA unit out of Baku and it used all 50 of my APs. Pretty crappy glitch.

Nº2 -Continued to push units in front of his PZR blob in AGN to slow the approach to Leningrad. Not excited about the rail cost of getting everything out of Lenin.

Nº3 -Decided to leave my factories in Odessa for another turn hoping to draw a more aggressive push from AGS which could buy Dtown a little respite in the future.

Nº4 -Strategy remains a sloppy version of hold where I can and run where I have to. Not having a vision of how things settle out has led to a dangerously inconsistent turn to turn strategy. Fortunately, the SOV manpower continues to grow.

Nº5 -Note that I need to figure out how to post pictures


I can give you some advice if you are interested.
Nº1
Pulling AAA units out of cities requires caution and prudence, taking it away from cities far from the front line can cost 50AP, for exeple, cities like Moscow or(as of turn 8) Stalino.
Only cities that are in the "front line"* can cost just one AP to remove the AAA units, it is worth it to take away these AAA units if for example you intend to abandon the city and since it takes 2 AP to build a regiment, it's worth it.
Otherwise, they always provide some CV to the fight inside the city, for example, I always try to put some AA battalions or regiments in Odessa to help out the defenders, you can attach a total of 9 AA units inside a city, all in all we are talking about maybe 20 to 30 CV in the combat form the Anti-air, but it can still make a difference in final adjusted CV.

*by front line, I'm talking about cities that are close to enemy troops, how close do they need to be is something I'm not sure of my self, sometimes an enemy unit being say 3 hexes away from the city, it can cost just 1 AP to remove the AAA, some other times, even if there was a division 4 hexes away from the city, it costed me 50 AP! always save before you try it out.

Nº2
In regards to what you should evacuate and what you should give priority, there are some things to keep in mind, but to answear your concers for Leningrad first:
The absolute danger for the Industry in Leningrad is if the Germans can cut off the rail lines leading out of the city, the most common way this is achieved is occupying the town of Mga(just one hex South of the Neva) or being adjacent to the hex of Mga, this is IMPORTANT, if any Axis unit is adjacent to a rail hex, the rail will stop working, you can't transport troops by that rail hex and you can NOT evacuate Industry that goes by that rail hex).
Of course, what I said for Mga goes for any other important rail hex, for exe, the rail hex NW of Mga or the hex East, if the Germans are adjacent or worse, occupy any of these 3 hexes, you will be unable to evacuate the Industry, with occupation, even if you can push then back, the rail line will be destroyed.
So in conclusion, as long as you can guarantee the safety of Mga and the other rail hexes, you can prioritise other Industry if you so wish.

NOW, some thing to keep in mind:
A - if Axis units are adjacent to a hex with Industry, it will cost double points to evacuate, 4800 points to 9600 for Armaments; 8000 points to 16000 for Heavy Industry, this makes it important to try and defend the approaches to your Industrial centers, like Bryansk, Tula, D and Z town, Stalino, etc.

B - Named Factories (t-34, KV-1, BA-10, etc) have an expansion limit, called "Build limit" in game, lets take a look at the KV-1 factory in Leningrad: it starts with 30 size, if you evacuated all 30 of it, it would reach its new destination with 50 damage, HOWEVER, you can evacuate less of it since there it will expand back to 30 in the future,
this way you spare more rail capacity for other needs and if you are NOT suffering some shortage of this equipment, might as well save the rail capacity, the CONS to this, for example, if you evacuate half of KV-1, 15 points, it will reach its new destination with 75 damage, the other 15 are destroyed, the new Factory can only expand with low damage, before 1.11.03, it needed 0 damage to start expanding, but with the Beta patch, it's like:
6. Damaged factories will reduce their production proportionally with 100% production at 0% damage, and 0% production at 50%+ damage (with random rounding of fractional production), instead of having a random chance to produce all or nothing.
7. Damaged factories will expand with 100% chance at 0% damage, and 0% chance at 50%+ damage, instead of no expansion with 1%+ damage.
with this in mind, you need to decide which equipment you can afford to have low output in the early game.

C - Some factories do NOT upgrade to something better, best examples, the BA-10 factory in Leningrad and the Su-2(tactical bomber) at Kharkov, since they don't upgrade to something better, the factories disappears at a certain date, in other words there is no points in evacuating then, for exe, the BA-10 can be kept in Leningrad even if you are going to lose the city, since you have a shortage of armored cars, it is worth it.

when it comes to Armaments and heavy Industry, I take this post from Steltec to heart:
quote:

ORIGINAL: Stelteck

quote:

ORIGINAL: Grognard1812

262 Armament factories
178 Heavy Industry factories


From my experience you are still ok. Armament points needs are vastly overestimated by everyone, except in late 1941 for a brief period, you will never have enough men to use your armament point production. I think you can probably drop to 200, something like that.

Supply point (heavy industry) is another matter. As you save a lots of troops (and it was your plan), you will need a lots of supply points.
I did a game once with 180 HI saved and it was a little low. I had briefly a supply shortage end 1942. Fortunately the new HI production factor in 1943 solved it.
Try not too loose anymore HI. You can still drop a little Armament (but of course the most you save the better).
You can drop production to save supply but it cost you tons of political point.

But your most important problem is to avoid sudden death defeat in my opinion.


In my opinion, any armaments over 300 is luxury, and don't be alarmed by possible scarcity of armaments in 1941, you are playing the long game, with 1942, comes a better production modifier and most evacuated factories get fixed up.
so, you should prioritize Heavy Industry, you start with 224 and you should do your best to save more then 200, since heavy Industry cost more to move, and in Moscow for exe; you have 9 heavy Industry, moving H. Industry in Bulk is quite hard.
For armaments, any level between 260 and 300 is a good number, but you can go below that.

The last advice for now, for the t-34 factory at Kharkov, you should evacuate that only when threaten, since its production early on can help solve a Medium tank shortage in early game, but when time comes to evacuate, just save about 30 points, your production of Medium tanks will get insane, trust me.

Nº3
A good Idea, one thing to keep in mind is, Industry locate in ports, can still be evacuated, however, you will still be susceptible to double cost. in the end you can afford to sacrifice Odessa Industry.

Nº4
For me, I believe in defense in depth, instead of staking 3 units in a single solid line, against Panzer divisions with infantry support, FEW lines can hold against that in 1941.
The way I set my defense in depth is: I put my worse morale/experience units in the 1st line, then my decent divisions with decent experience (IMPORTANT, experience decides Construction value which determines how fast units build forts) stay in the 2nd line, with my GOOD divisions, in the 3rd line, or in some cases in the 2nd line but NEVER in the 1st line.
If there is distance between your troops and the enemy, you can put your 2nd and 3rd line divisions in reserve, if they activate they have a high chance of defeating hasty attacks.

Nº5
I use Photobucket to store my images on-line, and then linked then using the "Direct" Link.
Before that, I use PicPick to edit the images to my liking. its free software, so don't be shy

< Message edited by Mamluke -- 6/29/2018 11:37:27 AM >

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RE: SOV turn 5 - 6/21/2018 4:20:09 PM   
xhoel


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Interesting AAR, will be following!

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RE: SOV turn 5 - 6/25/2018 2:34:24 AM   
thedoctorking


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This turn was rather disappointing. In the north, I got distracted by the opportunity to cut off about an army’s worth of Russians and weakened my attack to the east of Lake Ilmen such that I didn’t manage to cross the Pola River. My armor up there is getting quite low on both fuel and tanks. Isaac’s resistance has been remarkably effective and I’m concerned that I have committed so many resources in a failing effort. The way things are now, I’m worried that I’m not even going to cut Leningrad off before the mud. Of course, the up-side to this quandary is that he has dramatically shorted his other theaters to stack up his defenses here. I did get across the Narva, though I wasn’t able to exploit. My effort to take the Estonian islands is nearly complete – having distracted two divisions for two turns, probably a good trade from Isaac’s point of view. I assigned extra fighters to the north this turn, but his air defenses still gave pretty much as good as they got.






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German turn 8 - 6/25/2018 2:37:18 AM   
thedoctorking


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In the center, 2nd Panzer Group took advantage of it’s supply stockpile, the product of HQBU’s last turn, to push across the upper Denpr and up to the gates of Vitebsk. I’m adjacent to Reserve Front HQ, though I didn’t have the movement points to attack and move it. My forces are really thin on the ground in here, and if Isaac brings in any significant forces, I will have to stop and retrench. But at this point, I think I have unhinged his positions south of Smolensk and along the Lovat to Velikie Luki. I pushed some 16th Army guys towards Velikie Luki, and found it heavily defended. I did get across the river upstream. My plans in this sector will depend on his reaction. If he does not react and send significant forces into the Vitebsk area, I will press ahead with 2nd Panzer Group. If he does block me, I will turn south or north as the opportunity presents itself, seeking to cut off units and open the way for the infantry.





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RE: German turn 8 - 6/25/2018 2:39:03 AM   
thedoctorking


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To the south, 2nd, 6th, and 4th Armies have several bridgeheads across the middle Dnepr. I assume this will oblige Isaac to withdraw to the vicinity of Bryansk. The line of the Desna is not as strong as the Dnepr, but it is farther from my sources of supply. If I can cross at Chernigov, I can cut off Russian forces in the vicinity of Kiev, assuming there are any there. Isaac’s fall-back strategy has been quite effective in holding down his losses so far. There are quite a few Soviet units behind Kiev right now, but I’m sure once I get across the river downstream, they will be gone.







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RE: German turn 8 - 6/25/2018 2:41:05 AM   
thedoctorking


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To the south, 1st Panzer Group’s forces were quite short of fuel at the beginning of the turn, so I elected to perform two HQBU’s there and hold the army motionless this turn. 17th Army advanced through their position and took a stab at capturing Cherkassy, to set up for an infantry attack across the lower Dnepr next turn but were turned away by unexpectedly tough resistance (and several reserve activations) in the vicinity of Smela. Cherkassy looks more and more like a Maguffin, receding as the hero reaches to grasp it.





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RE: German turn 8 - 6/25/2018 2:50:06 AM   
thedoctorking


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If a river crossing at Cherkassy proves impossible, an alternative route exists to the south of the river towards Dnepropetrovsk. There are almost no Soviet units south of Kirovgrad. However, I want to destroy Soviet units rather than capturing territory as such. Getting across the river with a shot at a large encirclement in the vicinity of Kiev would set me up well for a September advance into Russia proper, hopefully as far as Voronezh.

My attack on Odessa was unsuccessful – another disappointment. My earlier confidence about this sector was clearly misplaced. Two full German infantry corps with the biggest gun in the German arsenal were unsuccessful in capturing the city or even reducing the fortification value. I did manage to capture a hex so we can start out adjacent next turn, and we are only a few hexes from the railhead. I’ll assign more artillery next time.

Losses this turn were 8846 Axis to 79,997 Soviet, 33-141 in the air. Almost no Soviet aircraft appeared anywhere outside of the Leningrad sector. TOE totals are 3.44 million Germans to 3.70 million Russians.






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SOV turn 7 - 6/28/2018 11:24:22 PM   
ICalli


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A few things to note from TURN 7:
-The Dr. appears to break down divisions into brigade at every opportunity. These BDEs are typically still higher than SOV divisions and are a great force multiplier for him essentially tripling his available forces. He has used them smartly to cover his line and create extra ZOCs. Without having experience as a GER player, I don't quite realize the challenge or cost in doing this and how to counter as a SOV player.
-Looks like he has an idle ARM corps S. of Smolensk. With the Dr., this usually ends up meaning a HQBU and after deliberation, I decided to give up some ground there in anticipation.
-It appears like the entire AGS ARM/MOT assortment is poised to push the Dnepr at Cherkassy vs fighting through Kiev like I had assumed.




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SOV turn 7 cont - 6/28/2018 11:26:07 PM   
ICalli


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Looks like this blob which is composed of more than 1/2 the GER ARM/MOT units will be in Leningrad by the winter. I have been throwing everything I can in front to seemingly no avail. Accepting that Leningrad will fall, I will rail out before suffering the double rail penalty but continue to bleed the GER Dr. every step of the way. A benefit is that these are units not over-running manpower centers elsewhere.




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SOV turn 7 cont - 6/28/2018 11:29:25 PM   
ICalli


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-Dr. has been doing a fantastic job of partisan suppression. I thought there would be more by this point in the disaster. What are the assumptions for what it takes to create? I am assuming he is holding every population center to 100% but don't know the force strength to accomplish this.
-Lastly, my lack of experience as the GER player on my part prevents me from properly anticipating thrust distance. I assume that units in AGS are 20-25 hexes from railhead but I can’t estimate how much movement will they have left as a result. The Dr is also very meticulous at air dropping supplies as needed so I have to count on full movement every turn until my experience shows otherwise. To the trenches comrades!

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RE: SOV turn 7 cont - 6/29/2018 10:00:35 AM   
xhoel


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@ICalli: -Partisan squads are recruited from Cities that have no Garrison present/are not fully garrisoned (<100%) and from destroyed Soviet Infantry formations. I think it is still early for partisan formations to form though, but you should be seeing some cadres forming later. Chapter 17 of the manual deals with Soviet Partisans and Axis Garrisons so you should probably take a look at that.
-Air Dropping of supplies has been nerfed for 1941 so even though you may be seeing all those battle reports that indicate air transport of supplies, the amount of tons reaching the units will actually be pretty low. You should watch out for HQ Build Ups and big concentrations of armor/mot units.

I don't think you are doing that bad so far. The more you delay the Axis advance in the north the better it will be for you. The terrain and narrow front here favors the defender and is not ideal Panzer Ground. From what I have seen, Leningrad can only be taken in 1941, after that it becomes a very hard task.

If you want my advice you should pull back in the Center and reform a defensive line on the Vyazma-Bolva axis.


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RE: SOV turn 7 cont - 6/29/2018 3:41:46 PM   
thedoctorking


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My feeling is that this game is not going well for me. We just did turn 10 and, while I have made some progress, Isaac's defense is very strong. There is obviously a lot for me to learn still about this game, particularly about attacking.

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RE: SOV turn 7 cont - 6/29/2018 7:30:23 PM   
ICalli


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Its funny in this game seeing the grass greener on the other side. Every turn I open I am thinking "how the hell did he break thru/encircle/rout there?!" I have slowed down your advance to Leningrad but it is still turn 10. AGC is stonethrow distance from Moscow and AGS is across the Dnepr. Seems like it is in your favor

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RE: SOV turn 7 cont - 6/30/2018 12:03:46 AM   
thedoctorking


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AGC's advance has been a pleasant surprise to me. I think if you send sufficient forces there you should have no difficulty defending the city.

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SOV TURN 8 - 7/31/2018 11:33:48 PM   
ICalli


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-Turn 8. I cant seem to stop the Germans no matter how hard I try. I threw everything I could in front of Leningrad and can barely slow down the determined Panzer(ish)ball. It appears that if the German side has a sole purpose, it can achieve it. Only time will tell, and remedy my lack of experience.
-It is hard to tell with the latest mod but hopefully some things way in favor of the SOV player. Looks like maybe entrenchment is faster.
-On a positive note, I have started to expand my comfort zone. I made an attack and encircled a few forward PZR BDEs
-Pivoted my Ukraine line to hopefully entice his armor to head S towards Dtown vs completing the encirclement of Kiev and the SW Front- Don’t understand the engine enough but hoping that buying Kiev an extra couple turns of manpower production is worth it





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(in reply to thedoctorking)
Post #: 87
German turn 9 - 8/1/2018 4:14:29 AM   
thedoctorking


Posts: 2297
Joined: 4/29/2017
Status: offline
Turn 9 AAR:

This turn was a little more exciting than the last few, but no more satisfying for me. The first thing to say is that, with Isaac’s turn 8, we upgraded the game to v. 1.11.02. This version brings significant changes, including particularly the serious nerfing of the Red Air Force. Units that get spanked now won’t recover morale nearly as easily since the base morale of Russian air units is 20 in 1941. Also, new pilots coming in to replace casualties will start at 20 experience, meaning that they are almost worse than useless in combat. I decided at the beginning of this turn to do my best to exploit this by bombing as many of Isaac’s air bases as I could. Well, nerfed as they may have been, they put up a stiff fight.

Normally, I don’t use dive bombers in airbase attacks because they are too vulnerable to low-level flak. One attack this time, I incautiously send the Ju87’s. Oops. Fifty of them got shot down. This is going to be a major blow going forward, I’m afraid. I just started getting the new Ju87D’s, but that represents over four turns of production. You’ve got to be alert at every moment, the Germans are very fragile and can screw up at any moment.






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(in reply to ICalli)
Post #: 88
RE: German turn 9 - 8/1/2018 4:15:08 AM   
thedoctorking


Posts: 2297
Joined: 4/29/2017
Status: offline
My northern front was a mixed bag. My intended line of advance due east looked well-defended. I took a stab at a move due north up the west bank of Lake Ilmen. The defenses looked weak in that sector, but when I attacked they proved sufficiently strong. Four failed attacks later, I turned away, did an HQBU for one panzer corps, and settled for cutting off a few divisions that had remained incautiously ahead of Pskov. At the other end of the northern front position, I did manage to punch through the Narva line and at least threaten a bigger pocket. Hopefully, I’ll get at least some of the host of Russian troops south and west of the Luga. I also managed to overrun a couple of those airbases, so maybe in the logistics phase some of the aircraft that I damaged in my airbase raids will be lost.




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(in reply to thedoctorking)
Post #: 89
RE: German turn 9 - 8/1/2018 4:15:59 AM   
thedoctorking


Posts: 2297
Joined: 4/29/2017
Status: offline
Farther to the south, what was intended as my diversionary offensive is making good mileage against limited resistance. Guderian’s 2nd Panzer Army is now only 100 miles from Moscow. There are now some Russian troops in the way. I managed to push them back a little bit, and hopefully at least I remain at least a bit intimidating. In a clumsy move, I sent a cavalry division through a hole the armor punched at the north end of his line, aiming for Rzhev. But some junior officer in the scouts couldn’t read a map and I ended up moving into a hex one to the south of what I intended (my wireless mouse ran out of batteries and I was using the track pad on my laptop…) So Rzhev can now be garrisoned by Soviet defenders and will no doubt be a tough nut to crack.




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(in reply to thedoctorking)
Post #: 90
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