GloriousRuse
Posts: 906
Joined: 10/26/2013 Status: offline
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A German Interlude: 1943 in Review Suffice to say 1943 was not the year I had hoped for. I went in thinking I wanted to break one landing, hold Rome, and at least keep the VP count to under 100 (the three are linked) – all while preserving the Heer for the big show. An astute reader by now realizes I failed at two out of four of these. Also, despite Loki’s gracious comments on not destroying many units lets be honest: losing the equivalent of 2.5 panzer/grenadier divisions is hardly “well preserved.” And while Rome is technically mine, it is surrounded by an Allied army. So…call that a draw at best. Part of me is terrified, knowing that if he went through me like butter when I had the mountains and a tolerable air ratio…how will this work in France? Still, in the spirit of learning from my errors, a review. Big Sweeping Lessons -The Sardinia/Corsica pair are more important than I originally realized. Having either one contested lets the Germans turns an early invasion towards Rome from “daring” to “foolish.” At the very least not giving up a free port on one will force the Allies to actually invade rather than traipse in, and that alone might throw a ’43 Rome gamble out the window. -The power of German elite formations is immense. Their basic infantry however…at best it can buy time. While elite regiments can’t hold on their own, they can force the allies to pile in entire Corps, and an Elite division can centerpiece a defense in ’43. The regular infantry though – well, as Loki has demonstrated, a well constructed attack will move them out of any terrain if the Allies are willing to focus there. I did not appreciate the disparity, and had some nasty surprises when lines gave way earlier than expected. -XIV Panzer Corps is not an offensive tool. It is a defensive tool that can launch local counterattacks to keep the Allies honest. As the beachhead and encirclement attempts demonstrated, it just doesn’t have the power to pull off a one move decisive blow…and the allies are too strong to count on getting two moves. But on the defense, it can hold a line indefinitely or serve as a “fleet in being” to keep an Allied player cautious. -The Germans can pick a few things they want to do really well, but they must be disciplined and committed in execution. I had planned to hem in a Citavecchia area invasion with the panzers and air, while the FJs and infantry withdrew to the Bifano line. Then I threw my whole time table off for a shot at 6 BR Armoured. Who knows what the war would look like had I stuck my guns and the panzers were in their hide sites when the Rome landings happened. -The allies take the biggest operational/strategic risks, but the Germans have the slimmer margin of error at the tactical/operational side. One bad attack or poorly executed air plan can suddenly see the theater shift. Which means there is a premium on mechanical understanding and execution. -German air can really provide some nasty punches in ’43, and I strongly suspect it can’t pull it off in ’44 even if you save it. While I obviously lack much in the way of mechanical skill, even my meager skillset was sufficient to cause most of those casualties on Loki's side. With a mechanically adept player, you might have a real chance to close down any invasion that isn’t tight to its fighters in ’43. Maybe you kill it, maybe you just dance around carving isolation pathways and keep it on the beaches a few more turns…but there’s a real chance. Things I Should Have Done Better on the Ground - Hinged the coastal avenues with stronger units. Unless you commit elite everywhere (which by the second mainland landing, you can’t) The allies will have their day. The question is whether after that day they have to advance through more mountains, or if they can scream into the green fields beyond. On the coasts, there’s often one or two points that need to be broken and then many miles of open terrain, replete with ports and rails. In the center there’s…more mountains. In all likelihood I should have anchored the coastal key points with much stronger units to slow the breakout chances – even if it meant weakening the center. - Used the “withdrawal” units more aggressively. I think over three panzer divisions went East without seeing serious combat. Meanwhile, my long running units kept getting hammered again and again. Part of me feels like a German commander who chewed up the units tagged for the Ostfront would not have many friends at OKH. The other part of me thinks the Germans never, ever have enough of anything… - The attempt to encircle 6 BR AR was quite foolish…you just don’t have the power to hold a pocket with XIV Panzer. - Generate an operational reserve. We all know we should do it. We all know that a commander without a reserve doesn’t have any decisions left – he just thinks he does. It is so tempting to “stop them dead”, or to build the strongest line possible as you starve for combat power, but the dark secret is that the Allies are going to break through somewhere or land somewhere. The difference between if that is manageable or a pell mell crisis where units are being thrown where-ever they can fit…which makes breaking the next line easier. And between garrisons, Uncle Joe, and more landings the reserve you were going to build “next turn” never gets built. This was a glaring failure, and it cost me badly when the Rome landings came, again with the second Adriatic landings as well as during Loki’s penetration along the Adriatic after that. Things I should Have Done Better In the Strategic Air War -Remember HQ Flak needs ammo…enough said there. -Concentrate. I thought a few 200-300 fighter pockets would be sufficient. And for the initial stomps on the B24s and B26s, it was. A good pocket of auto-intercepts and high intercept percentage in the doctrine is a good way to break up smaller raids and punish the Allies if they try to shotgun raid. It does not work versus giant raids; for that you need Air Directives. I held on to the old way too long, and by the time I started using directives (with all the thought and target selection that requires as opposed to auto-intercept), the LW was starting to show signs of wear and tear. Beyond concentrating fighters, a good target defense needs layered flak. Besides the target itself, if you set an aerial ambush you should try to put HQs of Flak on nearby approach routes as well, trying to break up the bomber formation. Xhoels AAR shows how to concentrate 600+ fighters in one killing pack…read him. -Repair early. I left many key factories on non-priority repair back when the VPs were low. But the net effect was that by October I couldn’t fix them fast enough and I was hemorrhaging VPs. I would still be bleeding badly; there’s just no way around that, but two or three VP a turn makes a world of difference – especially before the allies start plucking up cities. Things I should Have Done Better with Italian Air -Mines. Really. Mines. -The LW fighters can hold on for a good while in Italy, if you choose your fights. If you bring them to the front, disable auto-intercept and fight only for those few key areas you need. They simply burn too fast and against too much otherwise. Also, don’t keep them stuck in just to do it. Rest and refit by transferring the whole force somewhere safe for a bit. I left mine in around Rome for too long without specific cause, and they got caught out in a lot of little battles they didn’t need to fight. -If you are used to using the Commander’s air report as the allies, you need to realize that the LW is rarely a sweeping click set. The Italian Luftlottes need separate management from the Reich.
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