redrum68
Posts: 1202
Joined: 11/26/2017 Status: offline
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Turn 8 Summary Germans Used the 2 panzer corps and a few infantry divisions to pocket the Soviet units along the Volkhov River. The pocket might be broken by the Soviets but should be able to seal it properly next turn if it does. Used the remaining infantry corps to capture the 2 hexes on the Neva and prepare to assault across it next turn. I'd say probably 2 turns away from isolating Leningrad either by capturing Osinovets or the other remaining 3 ports outside of the Leningrad area. Support Units (SUs) Overview and Tips So I decided to try to learn to use SUs this turn in anticipation that using them will make capturing Leningrad much easier. The first thing I did was read the updated manual a few times and read this guide: https://www.matrixgames.com/forums/tm.asp?m=4767963 1. So the first thing is to get SUs flowing up the HQ chain by ideally setting all HQs except the highest HQ to 0 and the highest HQ to 9 which can be seen in the guide (this makes all but the following SUs flow upwards) - Engineers (pioneers) and construction SUs have hard coded support levels so ignore the set levels. For example German corps HQs always require 2 pioneers even if you set the support to zero. The only way to stop them being sucked down is to lock them. - Sometimes you want to leave construction SUs in higher HQs for rail repair so you'd need to lock lower HQs in the first couple of turns if they do not have construction units so that they do not suck them down. When enough construction units go "on-map" in the higher HQs they will no longer be sucked down and you can safely unlock the lower HQs. 2. All SUs assigned down the chain cost 0 AP so the higher that SUs are up the HQ chain the more flexibility you have when assigning them (can use the push or pull method as described in the guide) 3. SUs mostly divide into several different categories: - Engineers - good against forts and crossing rivers - Artillery - good against forts and damage/disruption but can have a high ammo cost (appears higher the ammo cost the better they are against forts) - Mixed AA - good against air and tanks - AT - good against tanks - AA - good against air - Tanks - high CV and strong against non-dense terrain - Infantry types (MG, bicycle, etc) - overall good and tend to have decent CV 4. Generally it seems best to assign most SUs to corps HQs but you can assign some directly to divisions (only certain types) which ensure they fight but then cost 1 AP to reassign 5. Hasty attacks only get SUs if their HQ hasn't moved and is within 5 hexes 6. Regular attacks can have SUs even for HQs that move 7. Each HQ can only commit a max of 6 SUs, +12 if urban, +3 if defending, +fort level if defending 8. It seems the standard recommended SUs for Infantry Corps HQs is a few artillery, 1 AA/mixed, and 1 engineer 9. SUs can only be committed by immediate HQs not HQs further up the chain 10. SU commitment chance is based on leader initiative, decreases based on number of support units already committed, decreases based on the total number of non-construction support units attached to the headquarters unit, increases if HQ has not moved during the current player-turn. So to maximize odds for important battles, you want to have a leader with high initiative, don't want to have too many SUs attached to a HQ past the max commitment, and want to avoid moving HQs that are already within 5 hexes. Questions 1. Is there an easy way to see the SU type/details when using the push method? Seeing the names isn't very helpful and clicking on each one is really time consuming. 2. Anything I missed in the SU tips? 3. Any thoughts on Osinovets vs capturing the rest of the ports? End of Turn
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< Message edited by redrum68 -- 3/22/2020 3:50:29 PM >
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