Beethoven1
Posts: 754
Joined: 3/25/2021 Status: offline
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quote:
ORIGINAL: Scarz "d) Prioritize pilots for the "good" planes (i.e. MiGs)." Seems like a good idea... How are you able to do this within the settings? As far as I know you can't do it on a macro level, but you can go into the commanders report, select the air units which are using MiGs, and set those to accept trained pilots only (TPI), or alternatively to prioritize trained pilots for those (PRI). Also for anyone still reading the AAR, the game ended the turn after the last post with Germany giving up after trying to push and not really getting anywhere. The main takeaway lessons I took from this game were: 1) It is very important for the Axis player to push as hard as they possibly can and be very aggressive especially on the first turn or two, and both eliminate Soviet units and advance as quickly as possible. If the Axis player doesn't do this, the Soviet defense can firm up fairly early and make it very hard for Germany to continue to advance (in particular in difficult terrain, this is less of a problem in clear terrain like in the Ukraine). 2) It is extremely difficult for Soviets to actually eliminate an encircled German division in the first part of the game. This means that it is not only necessary, but also possible for Germany to be very aggressive in the first part of the game, because at that stage, what seems like a big risk is not necessarily actually such a big risk, because the Soviet troops are so terrible. The most that Soviets may realistically be able to do is attack a German regiment or temporarily cut off some Soviet troops. But if Soviets do that, this leaves them in potentially an exposed position where Germany can come back and potentially rout or encircle the Soviets, which might (or might not) leave Soviets worse off than if they never tried to aggressively counter the German advance. German mobile units can continue pushing Soviet units very hard, at least in the very first turns, even when their CPP is no longer optimally high, and even if they don't have perfect supply etc. 3) Terrain and fortifications are very important and new players are well advised to turn on the (non-default) map mode which shows defensive combat value on counters rather than movement points in order to see these effects of terrain visually (doesn't work for rivers though). Soviets can (sometimes) successfully defend on rough terrain early in the game, but can basically never successfully defend on clear terrain (also mostly not on light forest), at least early in the game. 4) As a caveat to lesson #3, there are some situations when it may actually be more advantageous for Soviets to put troops in clear terrain than in rough/swamp/heavy woods terrain. The main situation where that might be the case for the Soviet player is if they are primarily trying to slow down German mobile units rather than expecting to actually win any battles (most likely to be the case in the first few turns). In this case, German mobile units either have to expend extra movement points (as well as CPP) in fighting the Soviet troops which are sitting in clear terrain (along with creating a combat delay), or else have to expend extra movement points going around the Soviet troops and traveling instead through rough terrain. But when Soviet players are looking to actually hold ground and expect it is possible to stop a German advance, bear in mind this will be far more feasible in good defensive terrain and/or with fortifications.
< Message edited by Beethoven1 -- 4/26/2021 5:46:16 AM >
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