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RE: I Suck - 5/5/2021 9:41:16 AM   
loki100


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the good thing about SW Front is less trees ... the bad thing is the Soviets start stronger.

So you have less fixed constraints on mobility but more of an enemy who needs to be fought.

For what its worth, I actually think its easier to solve. For the first 3-5 turns it can seen as if you are constantly blocked but you tend to inflict high losses and really weakens the Soviets from about T6 onwards

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RE: I Suck - 5/5/2021 9:55:03 AM   
jlbhung

 

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Hi neuromancer, I have a non-gameplay suggestion :- try to play only 1-2 turns a day even for the small scenarios unless there is really little actions. Keeping a clear mind is important. Often good ideas and things we have missed suddenly come to our mind after a good sleep.


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RE: I Suck - 5/5/2021 11:48:08 AM   
carlkay58

 

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Congratulations on your improvement. It is looking like you are beginning to get a feel for the game now.

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RE: I Suck - 5/5/2021 7:08:45 PM   
RobWorham

 

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quote:

ORIGINAL: jlbhung

Hi neuromancer, I have a non-gameplay suggestion :- try to play only 1-2 turns a day even for the small scenarios unless there is really little actions. Keeping a clear mind is important. Often good ideas and things we have missed suddenly come to our mind after a good sleep.




I agree. I play an air phase in the morning, then a ground phase in the evening. I take screenies then think about my actions and plans on my commute to and from work, browsing the forums and pdf manual as I do so, to reinforce my knowledge.

I'm working on a checklist of potential things to check each turn, but it needs some work to tody it up...

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RE: I Suck - 5/6/2021 6:30:36 AM   
neuromancer


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That's actually a good point, i do tend to find my mind becoming fuzzier the longer I punch at it, although the progress of the last few days have been marathon sessions.
I do also find myself very much impatient to see how things turn out. The "just one more turn" condition.

Loki, I did think I was doing reasonably well the couple times I tried that scenario, but still getting that Soviet Minor Victory. I think I may have been mistaken in thinking Leningrad was the better scenario to train on though which is why I ended up sticking with it for so many tries. Oh well, c'est la guerre.

So I tried the alternative I mentioned, of coming at them from the North-West as well as the South. I was less than thrilled with the results. As some probably expected, the dispersal of the motorized corps weakened their overall punch. I did end up in roughly the same ground position as I did last time (a little better in some areas actually), but I think that was because of some better choices along the way. I never got my breakthrough like last time - I needed the third corps to exploit it once I got it - so there wasn't the same sort of bloodbath, and I didn't get as desperate to avoid an encirclement, but it still got somewhat ugly towards the end all the same.

The VPs from the previous attempt were 2161 to 2666, this time they were 1946 to 2580. Down 215 for me, and only 86 for it. Mostly due to casualty differences. They did almost as many to me, and I did less to them, probably because I didn't get that big pocket towards the end. So, yeah, not a great development.

Learned something though, you do need to apply pressure at multiple widely separated points so as to weaken the line at the primary advance.

I am also really starting to understand using the infantry to open a hole for the motorized corps, not for them to fight, but to simply advance. The problem comes in being able to concentrate enough infantry in one spot to get that done without leaving big holes for the Soviet armour/ mechanized/ cavalry forces to go charging through in turn! Had to deal with that several times in this run.

I want to find whoever taught the computer defence in depth and shake their hand, then slap them.


< Message edited by neuromancer -- 5/6/2021 7:35:23 PM >

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RE: I Suck - 5/7/2021 8:08:51 AM   
neuromancer


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Turn 6 - best position I've been to date, have an entire motorized corps sitting on Dno, which the Soviets fell back from in the face of overwhelming German military mastery!

Well, they left it after I beat up the forces in front of it, why they left is another matter.






(probably not)

I'm calling it a night, so we'll see tomorrow if my success continues, and if it will be enough.

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< Message edited by neuromancer -- 5/7/2021 8:13:05 AM >

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RE: I Suck - 5/7/2021 8:20:48 PM   
RobWorham

 

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Awesome! Don't be shy. Let's see some screenies! :)

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RE: I Suck - 5/10/2021 8:54:01 AM   
neuromancer


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So close, and yet so far.

So I ended up restarting after the above reported accomplishment, as I had played to turn 11 - twice, once from the initial run, and the other from waiting until turn 7 to push towards Dno, instead of on 6, the results were surprisingly similar, and no where near good enough.

I looked at the historical city capture dates and saw that I was way off the mark. So I started over with a fresh plan.

The motorized and panzer units were split into 3 groups, the third using L Corps; each had 1 panzer and 1 motorized infantry.
The 3 groups had their own objectives:

L Corps headed north to take Riga, accomplished on Turn 1.

XXXXI Corps headed North-East towards Pskov to take it, accomplished on Turn 3.
(shouldn't that be XLI Corps?)

And LVI Corps headed East to cut off a chunk of Soviet troops, and then take Velkie Lukoi, accomplished on turn 2. 290 Division was temporarily issued trucks and sent along for support.

After accomplishing their mission, L Corps cut east to join up (briefly) with XXXXI corps on turn 2, and then on turn 3 retruned to their original northward task and captured Parnu.
Meanwhile on Turn 3, 290 division sat on Velki Luki while 8th Panzer puttered North-East towards Adreapol. 36th Motorized was sent North-West to join XXXXI Corps.

On turn 4, Pskov was cut off (again) so I broke up the three units of XXXXI corps to isolate and destroy the Red Army 46th tank division (the unit that had cut off Pskov) out of pure spite. I needed to wait for infantry as I kept getting cut off, it was annoying, so figured this was a good way to spend the week.

8th Panzer had run into a bunch of units around Adreapol, I decided it was a waste to use a panzer division there and they withdrew to go to Pskov.

L Corps meanwhile pushed north and took Tallinn on turn 4, which I admit surprised me a little. 18th army's XXVI Corps (3 divisions) was following behind and one unit had garrisoned Parnu, while I Corps waa following behind them.

(side note: It wasn't until I started playing WW2 strategy games that I understood the "I Corps" - as in "Eye Corps" - references in MASH)

Turns 5 through 7 were spent consolidating as the Soviets were being pests around Pskov. Although XXVIII Corps of 16th army started to move on Adreapol, which was now undefended as Soviet troops were )apparently) rushing to the Pskov area and north of Lake Peipus (turned of FoW while pulling up the saves, they made a wall from North of Pskov, which then turned south at Dno, annoyingly - I see now that there was practically nothing between Velki Luki and Staraya Russa - although with all that Marsh and Forest I probably couldn't have gotten far before the Soviet Line was corrected... which they did on Turn 7).

With the benefit of hindsight, and no FoW, I maybe should have tried attacking on Turn 7, not everyone was in position, and CPP numbers weren't the best, but by turn 8 the Soviets had their lines better organized, and deployed in a defense in depth stance. If I had punched through on 7 I could have grabbed Dno and Luga with relative ease... but possibly risked getting cut off and all the mess that entails.

Anyway, turn 8... ATTACK!

Even with defense in depth I smash the Soviet units aside, and make a pretty impressive breakthrough.

Start of Turn 9:



A lot of those units inside the giant thumb there are regiment sized. I had grabbed Luga, Novgorod was within easy reach, and Dno was empty.
On turn 9 I consolidate, kick the Soviets away from Novgorod (although didn't have the MP to take it) and also capture Dno.

DOH! Looking at the save for the beginning of Turn 10 without FoW I see that the Soviets had pulled 3 hexes back from the top of the thumb, and were pretty thin. The biggest concentration of their forces were all to the East, especially on the way to Staraya Russa (actually, 1 hex south, the path along the south edge of Lake Ilmen was clear). IIRC my recon flights hadn't been doing so well and flying a long way, so I *only* did recon to the East and West, not the North. I expected this wall of Soviet units to be sitting there in the North so didn't even try. I rested most of the units on turn 10 and started pushing one motorized corps, 2 infantry divisions from the infantry Sturmkorps assigned to 4th Panzer, and everyone from 16th Army I could spare, all East towards SR and Valdai.

Again with the benefit of hindsight and no FoW, this was completely wrong. I should have pushed North immediately, smashed the weak line, and gotten well in range of the important objectives in the North. The units around SR and along the Narva River would have pulled hack on their own, so the last few turns would have still been a slog but with me at least 4 hexes closer to the objectives when I started.


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< Message edited by neuromancer -- 5/10/2021 10:14:59 PM >

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RE: I Suck - 5/10/2021 8:56:44 AM   
neuromancer


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So... anyway... things progress much more slowly after this, I get close, but not close enough. At the end of the game I have captured Oranienbaum (through brute force with two corps ftom 18th Army hitting it) and get one hex away from Shlisselburg but can't take it.




Oops, should have turned off the Logistics overlay, sorry about that.


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< Message edited by neuromancer -- 5/10/2021 9:14:03 AM >

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RE: I Suck - 5/10/2021 9:00:05 AM   
neuromancer


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Oh yes, and I did capture Vadai as well.

But... i still ended up a dollar short.

Didn't help I wasn't paying attention one turn and let a bunch of bombers get killed (99 in one turn) so that was a bunch of free points for the Soviets.
Looks like I was flying without fighter escort... idiot.




323 points. Relatively close, but needed to flip at least 2 more cities - or of the right cities - and not lose that pile of planes in one turn.

It's funny though, before I started writing this post mortem (or maybe its more accurately an Inquest at this point) I was trying to think of what I could have done differently, but now I think that what I should have simply done different was push north on Turn 10. I do attack on Turn 11, but the extra turn means they accumulate more CPP of their own, better organize their line, AND fell back another hex or two meaning I had to go even further to make contact. I also shouldn't have diverted the one motorized corps towards the East.

I was going to say "meh... good enough" on this one and going to the SW - after getting so close and still failing I was a bit fatigued - but I'm thinking now maybe I should go back to turn 10 and try again, this time pushing north right away and bringing the other motorized corps up behind, just leave the East to the infantry, by the end of the game they had largely abandoned it and I might be able to get as far as Valdai anyway.

Maybe I'll do that tomorrow.

Also funny, starting turn 13 as a bunch of units get pulled, I throw caution to the wind and start slamming against anything I think I can make it through (there may have been a little save scumming going on at this point...) but on turn 10 I was still being relatively cautious.

But the early game success was by taking big risks... it is really hard to know when to take that risk, and when not to. Not flying recon in the right area when you should have sure doesn't help.


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< Message edited by neuromancer -- 5/10/2021 10:06:06 PM >

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RE: I Suck - 5/10/2021 10:14:14 AM   
jlbhung

 

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You are already very close. Take Tikhvin and Shlisselburg you will have a minor victory.

Alternatively, depending on when you take Oranienbaum (or you may just ignore this 100 points), if time allows you may try a gamble on Leningrad (this is +1000 points for Ger and -500 for Sov) using 3 Corps.

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RE: I Suck - 5/10/2021 10:04:08 PM   
neuromancer


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quote:

ORIGINAL: jlbhung
Alternatively, depending on when you take Oranienbaum (or you may just ignore this 100 points), if time allows you may try a gamble on Leningrad (this is +1000 points for Ger and -500 for Sov) using 3 Corps.


You can brute force it with three corps? May have to try that if I get in position in time.

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RE: I Suck - 5/11/2021 4:21:46 AM   
jlbhung

 

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quote:

ORIGINAL: neuromancer

quote:

ORIGINAL: jlbhung
Alternatively, depending on when you take Oranienbaum (or you may just ignore this 100 points), if time allows you may try a gamble on Leningrad (this is +1000 points for Ger and -500 for Sov) using 3 Corps.


You can brute force it with three corps? May have to try that if I get in position in time.



It is a high-risk high-return gamble. I heard that someone successful took Leningrad after 4 attacks using 2 Corps.

< Message edited by jlbhung -- 5/11/2021 4:22:19 AM >

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RE: I Suck - 5/11/2021 5:08:41 AM   
neuromancer


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quote:

ORIGINAL: jlbhung
It is a high-risk high-return gamble. I heard that someone successful took Leningrad after 4 attacks using 2 Corps.


Probably have to be with high CPP and in good shape, not the battered to hell units I end up with by that point.


Side note: Been trying again picking up from the start of turn 10, and up until turn 13 or so I did get North much quicker, although a bunch of units in the west slowed the advance of 18th Army. But around turn 14 ran into the Great Soviet Wall of Leningrad, 3 units deep from Leningrad to beyond Shlisselburg, and my tired and damaged units cannot dislodge them. Been turning into something of a blood bath.

But the lesson was firmly established. As the Axis in '41 you have to be hyper aggressive, get to objectives before the Soviets can firm up their defenses so it turns into a slugging match. A brutal war of attrition is something you are going to lose. But at the same time you still have to watch your flanks, cavalry and motor units will happily do to you what you did to them, cut your supply lines and make you waste valuable time chasing the pests down.

As loki said earlier, for this scenario in particular, but the Axis in general, it is a high wire act, one major slip and you are screwed.


< Message edited by neuromancer -- 5/11/2021 5:19:21 AM >

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RE: I Suck - 5/14/2021 9:32:35 AM   
Kriegsspieler

 

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I've really enjoyed reading this thread, and I completely sympathize with neuromancer's original feelings of despair! But like him I have discovered that a little practice -- and always paying attention to CPP -- helps one become a better manager of things. Anyway, I hope this thread gets pinned at some point, because I think it serves as a very beginner-friendly way into learning how to play this game.


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RE: I Suck - 5/14/2021 11:30:06 AM   
loki100


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quote:

ORIGINAL: Kriegsspieler

I've really enjoyed reading this thread, and I completely sympathize with neuromancer's original feelings of despair! But like him I have discovered that a little practice -- and always paying attention to CPP -- helps one become a better manager of things. Anyway, I hope this thread gets pinned at some point, because I think it serves as a very beginner-friendly way into learning how to play this game.




agree re a sticky, I'll ask someone to do that, its an incredibly useful resource

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RE: I Suck - 5/20/2021 12:25:29 AM   
neuromancer


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Hunh. Glad I've been of some help.

Figured I'd give an update as I haven't posted for a while.

I finally got tired of Road to Leningrad after that last oh so close game, and switched to Destruction of the SouthWest Front. I've been taking it easy, only doing a turn or two at a time, it's a bigger scenario so more time to go through one turn.

I just finished Turn 11, and... wow. I don't know if I will *win*, but holy crap am I doing better than my early attempts before I started this thread and hammered my head against Leningrad so many times.

Took Odessa in reasonable time, turn 9 IIRC. Sat with an 11th Army Corps, and two Rumanian corps, only one Rumanian unit sat next to the city while the rest got the biggest artillery I could spare, pioneers for nearly every division, StuGs, the whole 9 yards. Had naval bombers trying to interdict it, no idea if that worked or not, I think the turn I attacked I only had a sea interdiction level of 3. But I over-ran the city with acceptable losses and moved on.

Kiev pretty much surrendered without a fight. I think there was only 1 airborne brigade in there.

Tried to make a big pocket behind Kiev, but couldn't slam the door closed in time, turn 10 there was still a path several hexes wide, it was through marsh and such but many of the units in the pocket still bailed out of there. On turn 11 I closed it with the units from 2nd Panzer, and an oversized corps from 1st Panzer. Think I have a dozen Soviet units stuck in there, so that's not too bad. The motorized corps will all push east and see if I can get a couple more VP cities before time runs out (and the 2nd Panzer units are withdrawn in a couple turns).

It's been BLOODY though, 100+ K men on my side, over a million on the Soviet side, and the air war... Holy Hanna-Barbera! Something like a 1000 Axis planes and over 5000 Soviet planes. Lots of recon and fighters on my side, many to operational losses with some flak and air combat. Most of the Soviet losses were to air combat.

The odd thing is, I couldn't tell you what I did different from my early games, other than Odessa of course. If I had to say, I think the biggest difference was the use of the Panzer Group. Most of the time when they do something significant, there is little actual fighting by them. I use the infantry and a few of the panzer group units to punch a hole and the rest pour through to grab terrain. And I almost always use them in a targeted strike. Take city X. Cut behind this group. Link up with that group. Of course against the AI any significant breakthrough causes it to pull the entire line back which lets you march forward fairly easily. Every now and then they try to isolate the units that charge ahead, but it is expected and I have adequate force following up to rout any Soviet units (or surround them, if I can spare the units and time) and link back up with the advance units to prepare to do it again.

The regular infantry are the blunt objects I use to smash into the Soviet line, and often on deliberate attacks unless the unit appears very weak. I haven't paid too much attention to CPP for most of the units, only the panzer group - and of course the units besieging Odessa.

One nice thing about this scenario is that you get minor power units, they can be used to fill gaps where you don't want to waste good German units, and to mop up pockets (very handy early on so 17th Army could move East while the Rumanians, Hungarians, and Slovaks cleaned up the mess behind them).

I don't know if I'll win, the air losses concern me (my air units are still in good shape, it is just the VP cost), I think a lot of the losses have been among the minor powers air groups - and the German recon of course. I'm also not sure I'll get far enough east in the next five turns - although 2 more VP cities are in sight, D-Town and the more northern one that is by 2nd Panzer - but it's a decent showing to be sure.

I'll have to post the result in a few days.


< Message edited by neuromancer -- 5/20/2021 12:28:53 AM >

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RE: I Suck - 5/20/2021 1:00:11 PM   
carlkay58

 

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Congratulations. The DSWF is actually easier than RtL because of the terrain. The size is larger but the terrain makes panzer thrusts much easier to pull off. You are definitely learning the game now.

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RE: I Suck - 5/20/2021 9:03:18 PM   
neuromancer


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I think if I win this one I'll post the page of things I figured out, I do most of them automatically now, but they were lessons that were learned the hard way.
But want to make sure I can actually *win* a scenario before posting them, otherwise they don't necessarily mean a damn thing.

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RE: I Suck - 5/23/2021 7:10:19 AM   
neuromancer


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AND THAT'S THE BALL GAME!

Got a little hairy toward the last few turns, for a minute wasn't sure I could take Dnepropetvosk, but got in there on turn 16 which sealed the deal. I didn't take Kharkov as the defenders had been eating their spinach and were suddenly supermen despite actually being two extremely damaged infantry divisions. I likely would have taken it in a few turns, probably after surrounding it and ensuring their supply of spinach was exhausted. I was also only a couple hexes from Perekop - had some trouble getting across the Dnepr. Perekop actually had a healthy division sitting in it, but I should have been able to surround it before too long and take it as well. It didn't help that it began raining in the last couple turns, the start of turn 18 everybody's CV dropped through the floor as apparently they find it difficult to fight when up to their waist in mud (go figure).

Looking at the post game map without FoW on, the Soviets were in pretty rough shape. I had kicked the hell out of a lot of units and they were down to putting units that were in absolutely no shape to fight back on the line (I had already determined this in several places even with FoW). They still had some good units to be sure, and were rebuilding units, but I was keeping the pressure up and probably half their units were beat up.

A lot of mine were too, but overall I think I was in pretty decent shape, except for the inevitable exhaustion of the panzers (highest strength panzer unit was at 57%). I was starting to rotate units off the line for refit, rain seemed a good time to do that.

Looking at a map I have of the actual Axis advance over time in '41 I wasn't *too* far off historical. A little behind in the south, but ahead in the North. No idea how I would compare on casualties.
Ut was a horror show when it came to casualties, I had over estimated the Soviet casualties in my earlier report, they were only at about 750K at the time (only...)
The air forces had taken a real beating though, massive losses on both sides.

But you can see the numbers yourself in the following screen cap:




The way the VP are distributed is interesting, they clearly don't think taking Kharkov is likely. In fact of the 4 VP cities that the Soviets still held at the end, only Perekop was worth a decent amount of points.

Ahead by nearly 900 points, that is almost all end game city VP, I had caught up and passed the Soviet VP in the 17th turn.

This is interesting in that it is almost entirely the opposite of the Road to Leningrad. In that one the Axis is usually ahead on VP up until the end game city VP, whereupon if you didn't take enough cities you lose.

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< Message edited by neuromancer -- 5/23/2021 7:25:09 AM >

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RE: I Suck - 5/23/2021 7:28:24 AM   
neuromancer


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And here is a high level shot of the map at the end of the game on Turn 18 with FoW off.






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RE: I Suck - 5/23/2021 9:58:40 AM   
neuromancer


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So then, I had promised a list of the lessons I have learned.

Disclaimer:
Few if any of these are entirely my own invention, most are suggestions from other helpful members of the forum, possibly modified by me.
These may not necessarily work for you as it is somewhat dependent on your play style. I also make no claim that these are the optimal strategies (in fact I am fairly sure others can think of better ones), these are just what I found to work for me and have helped me improve my game.
Also these are based on the early game scenarios. 1942+ is a different situation and some of these tactics will not apply, or might even be really detrimental.

With that said, I think other new players struggling to learn the game - and thinking that they suck as well - may find some of this helpful. I do assume a certain level of understanding of the basics of the game.
So...
0. Learn the Basics
Look at the one page guides, they give a suitable introduction. Then muck around for a bit to just get a gist of the game. Also play the introductory scenarios. There actually is a guided introduction to playing the first scenario Velikie Luki in the manual (I discovered this only by accident, which is why I mention it). It is sections 4.19 to 4.23 in the manual.

Right, assuming you understand the basics, we now have a list of what I have learned.

1. Keep the manual handy
When I ran into a concept I didn't understand, or thought I was missing the gist of, I went into the manual. The PDF is handy because it is searchable! Reading the tome of a manual is not practical unless you are one of those who would read their school texts front to back, so just look things up as you need them.

2. Learn the air war system
I recommend turning off the Air AI, I don't generally like it as it seems to get too many planes destroyed. The air war is actually not that complicated and mostly only involves updating your recon from turn to turn.
Also, after Day 1, I can't recommend doing anything fancy, it seems to just result in getting planes shot down for little benefit. But perhaps I'm missing something.

3. Day 1 airfield attacks
Your primary goal on the first turn is to destroy as many enemy fighters as you can. In a fight between a VVS fighter and a Bf-109, my money is on the 109, but recon planes and bombers are not so fortunate. So, first air planning phase, set up bombing runs against all the fighter bases in escorted range (show up as green hexes on the target area box). I have found that bombing all the bases in an area is not unreasonable, just make sure you stay inside escort range. Perhaps put some drop tanks on a specific fighter group if you want to extend your escort range a bit, but for the love of Messerschmidt, don't leave them on after the first turn, nor use them everywhere; it tends to have a really ugly impact on your ops losses on your fighters.
Count all the air fields (with planes on them) in an attack area and set the number of raids to that many, only add 1 if there are fields with a lot of aircraft on them (+1 for every 2 fields with around a 100+ planes is my suggestion). More than 1 attack on most fields doesn't seem to get any more kills, but does cost you planes to ops losses. Set the priority on these attacks to Very High.
Next, go after the further out fields, but only ones that aren't too far out (say, no more than 15 hexes), and only ones with a decent number of planes on them. These attacks are set to a priority of High. The general goal is to bomb as many fighters on the ground as you can, and kill more than come up to fight. In the end you should be able to do a lot of damage to their fighter force this way, with low losses to your own. Bombers are more incidental targets as they will get shot to pieces by your 109s when they come up to support the ground forces.
These attacks are only done on Day 1. Make sure the ground attacks are set to only Day 1, and are only targeting air fields. Set your cruise altitude to 15K, you lose a lot less planes to Flak that way.
Don't bother messing with the bomb load outs, I've found the computer seems to be fine on auto.
There has been a recommendation of not bothering to do the air field attacks in the first place, and just let them come to you and blow them up with auto intercept. The advantage of this tactic is that it kills more enemy pilots. On the other hand, I find that you get a lot more of your own fighters shot down for only a small increase in enemy destroyed, but YMMV.

4. Recon
Set your doctrine to a cruise altitude of 15K, and go for 2 *maybe* 3 times a week. I've found 2 is good without costing too many planes. You want them within escort range if possible, although ops losses will kill most of your recon planes. Keep them as close to the front as you can (especially the tiny little short legged Hs 126s and Fi 156s). The more miles a plane flies in a week, the more chance of an ops loss. Set them to Interdiction (VH) and Units (N or H). If they poke around air fields and cities they will attract an unhealthy amount of flak, and flying around too many units can result in the same thing, especially the low level recon planes.
You can fly recon on the first turn, and there is something to be said for checking out behind the well known front line, but it will cost you planes. If you do, set them to Normal priority so that most of the VVS fighters are already out of the fight by the time they fly.
Only fly recon where you need to. Checking out too far back may be nice, but costs you planes. Checking out an area where nothing is happening is mostly just a waste of planes. Use it to recon the enemy where you plan to advance, or expect an advance (as the case may be).
Air Phase of each turn, assess your recon: Is each recon AD necessary? Is it covering the right area? Is it flying too far from home? Move the target hex around as necessary, and alter the size of the area as necessary. Also, the computer sometimes picks a stupid air base to stage from, so keep an eye on that and change if necessary. Any run that is unnecessary or too high risk should be disabled for the turn.

5. Ground Support
First and most important point; use it as sparingly as possible. I tend to leave it off unless I expect the enemy to also be using air support, or I expect an attack to be particularly difficult. Leaving it on all the time will just cost you a pile of planes to ops losses and flak.
You probably can just set Ground Support to any available unit for each Army Group and call it a day, I've found that assigning specific air groups to specific armies seems to just complicate things unnecessarily.

6. Don't get too fancy
This is applicable to both the air war and the ground war.
I've found that most of the other air war functions are of VERY questionable utility. Naval Patrol is good for isolating a port, but that's it. Ground attack after the first turn just seems to be a great way to get planes shot down in large numbers. Strategic bombing can damage enemy factories, so may be of some value. Air Sweeps seem to not be worth the effort compared to just automatic interception.
For the most part you don't need to assign specific air groups to specific tasks, just let the computer divide it up according to available units and priority. However, there are times you may wish to force certain units to do something, or NOT do something.
Also trying to be *too* clever on the ground is probably just going to spend time you don't have, and waste manpower and equipment. Time is not your friend, being 'clever' often takes time to maneuver around that you just don't have.

7. Ground Phase, Turn 1
The great break out. Split divisions into regiments when facing ants (small units with a CV of less than 1), each regiment can attack one ant. This is mostly to conserve CPP. 10 to 1 attacks are cheap MP wise, but every attack costs a unit half its CPP, no matter how inconsequential the combat. Most ants will simply surrender when attacked by even a regiment. Also remember, all those little fortified units? After being isolated for a turn, they surrender without needing to even fight, you just move a unit next to them and they pack it in, so you don't really need to squash all the ants either. I think SEC units still need to be stepped on though.
Against units that actually have a real CV, smack them with a full infantry division, perhaps with a deliberate attack (just to make sure they don't turn out to be dug in a little better than expected). Most of those will rout. If they aren't in the way though (i.e. not exerting a ZOC in a hex you want to advance through) then you may wish to simply isolate them for easier clean up later. I have taken to isolating the tough guys and forcing them to surrender on turn 2, can usually just use some regiments to keep them in place, few of them try to break out if they have no real chance, and then you can clean them up without taking too many losses of your own next turn. Just depends if you want those units to be someplace else sooner rather than later.
Your main goal in the first turn is to open up the lines so your motorized forces can high tail it towards objectives and isolate large pockets of the enemy. This includes infantry units that are temporarily assigned trucks. You want to avoid having your motorized units fight if you can because it costs them MP, and reduces their CPP - on the next turn the reduction in CPP also reduces their MP which may put a turn 2 or 3 objective out of reach.
Move and attack with the furthest back units first, this way they will clear the path and scout so the units closer to the front can advance further.

8. Motorized Infantry and Panzers
These are the key to victory, but are in short supply, and panzer divisions are surprisingly fragile (this is not actually ahistorical, the problem was that the early to mid war panzers didn't have the greatest of armour due to concentrating mostly on speed, plus the German panzer production was never that great so it was rare for a unit to have its full roster of panzers without even facing the enemy, and panzers lost in combat were not easy to replace).
The infantry is to open holes for the motorized units to exploit through. This is the essence of Blitzkrieg (not actually a word the Germans invented), take a bunch of territory behind the enemy lines; capture supply depots, take vulnerable strategic objectives, cut enemy supply lines, and generally make a mess in the enemy rear area. In the early game you want to go haring off against distant objectives, especially in the North and Center, and to cut off enemy units. After the Soviet lines firm up you want to use them to cause trouble behind the lines and cause the Soviets to pull their line back, plus isolate some units for cheap mop up.
Be mindful that the Soviets will likely try to isolate your units when they can. So either make sure they can't be putting up a shell of units to discourage such adventures (just dividing your motorized units into regiments can work for this), or make sure that you have plenty of support in range to rout or isolate any unit that tries to get clever and sneak behind your forward units.
As above, further back units should move first to scout and clear the way so the units closer to the front can advance further. Avoid fighting if possible, but do it if necessary (it often is). Pick your battles. CPP is a very important commodity for your motorized units, it affects their combat strength and thus their ability to punch through when necessary, and it affects their MP and thus their ability to race into the enemy rear. You will need to rest your motorized corps between operations so they can replenish CPP - but... you will often find you need them to keep pushing even at low CPP and strength to get an objective. It is a juggling act of knowing when to use them, and when not to use them.
Use the motorized corps like a scalpel, you should have a specific job for them when they are pushing through; isolate these units, capture this objective, link up with that force, deliver this pizza (okay, probably not that one), you get the idea. Just having them smashing into the line randomly is a waste of the units; that is what your infantry is for.
By the same token, if they are trying for an objective that is too well defended, it is probably best to hand it off to the leg infantry. Getting into a slugging match is just going to grind down these precious units and waste their time when they could be more useful elsewhere. Withdraw, let the regular infantry do it.

9. Infantry
The leg infantry armies are the blunt object you use to smash into the Soviet line. Use them whenever you can, you need to keep the pressure up, you won't gain a lot of ground this way, it is to keep grinding down the Soviets for as long as you can. Move and attack as you can, rest when they need to, if you actually have some spare units (in that unlikely event...) rotate units off to rest even if they are in relatively good shape. Keep an eye on their strength (below 65% gets reported as Under Strength) and their fatigue.
Don't throw your infantry away though. Slamming their heads against too strong of a position is a waste, just gets a lot of your men killed - you want the ratio between their losses and yours to be as high as possible, that way you still have capable units while they have junk. If facing too strong a position, encircle the position and take it once the defenders have gotten hungry. Or build up CPP and support units (210+ mm artillery, pioneers, StuG, etc.) and then hit the enemy like a very large hammer. Preferably, both.

10. Support Infantry for the Motorized Corps
Assign a corps or two (around 6 infantry divisions) to each Panzer Group to support them. These infantry should rest at the same time as the rest of the group (if possible...), and build up CPP so that they can smash open the enemy line for the motorized corps to exploit through. They should be assigned to the Panzer Group so that they benefit from the same level of CPP recovery as the motorized and panzer divisions. Some infantry already are assigned to the panzer groups, you'll want to get a few more for each, and put them in their own corps as they won't be able to keep up with the motorized corps.
If your motorized corps are really going far, it may be appropriate to temporarily motorize a unit of infantry to back them up. These leg infantry can squat on an objective while the motorized corps goes off to do something more important.

11. Keep Advancing
Until the weather goes bad, you will need to keep advancing. You in fact need to be rather audacious in this if you want to get some of the more difficult to get objectives (such as in the North). You will need to take risks to get where you need to go. This is difficult, and contrary to the idea of resting to recover strength and CPP, but absolutely necessary. How to balance this need to advance without becoming too over-extended (which can lead to disaster, just ask Rommel) is the hard part.

12. Unit Modes Overlay (shift-r)
A recent discovery for me, turn this on give a quick overview of things. Will highlight isolated units in red, units due to withdraw in Orange, units set to Refit in blue, units set to Reserve in purple, and probably other things. Only shows when no specific unit is selected.

13. To Isolate or Not to Isolate
Isolating units requires that on one turn you cut them off from friendly territory, but don't attack them. You have to keep them isolated through the enemy turn (this is to represent that both sides are supposed to be acting at the same time, not standing around waiting for the other guy to finish what they are doing, plus it takes time to run through available supplies, and make sure that there are no gaps large enough for the enemy to slip through). Then on the next turn after you isolated them you can attack them and make them surrender. Thousands of troops, and a lot of guns and even AFVs bagged at probably low cost to you (probably, even isolated they can put up a fight if they still have enough supply on hand - historically this happened several times).
Obviously though, this takes time. Can you afford it? And don't forget that mechanized/ motorized/ tanks, and - in particular cavalry and airborne units - can still move around and cause trouble unless fully contained. They may not be strong enough to attack, but they can capture cities and supply depots, over-run air fields, tear up rail lines, chase away HQs, and generally be a pain the rear (pun intended).
Utterly destroying a unit doesn't actually accomplish much, the Soviets will just reform it with new guys, it's not like they declare that a division is gone and its ID can never be used again. The important thing is to take out those guys and gear. Routing a unit doesn't get all of them, but it gets a lot of them, and the Soviets can't just rebuild an entire unit overnight (well... they *can*, but the unit will be more like a mob than a combat formation). If you can spare the time and units to pocket a unit (or several units), then go ahead, there is satisfaction in it, and it is generally cost effective manpower wise. But if your primary goal at this time is to advance, or secure an objective, or support a panzer group advance, then you may not have the time to waste on this. Kick them out of the way (rout them) and keep going.
That said, if you run into some tough guys, but their neighbors aren't quite so butch, then kick the other units away and isolate the tough guys. They won't be so tough in a turn or two and you can remove hem with ease.

14. Redistribute the Support Units
These are supposed to be the historical assignments, but I have no idea what Wehrmacht Command was thinking in some cases. Some corps have piles of artillery and other support units, while others have absolutely none.
After combat on the first turn, start moving units around between corps. I find it easiest to go through the corps and units and kick excess units up to either the army or army group level. On turn two go back through them and move them down so they are spread out more evenly. Leave the heaviest artillery (240+ mm) separate for now.
Most infantry corps I go with a 2 or 3 artillery battalions of various sizes, a pioneer, an AA unit (preferably Mixed, not Light, the Mixed units have 88s), and a construction unit.
The Motorized Corps and the Infantry Corps assigned to the Panzer Groups I make sure they have 3 artillery including some 210 howitzers (note, the naming for the artillery is counter intuitive, look at their elements to find out what is actually there), plus the pioneer, AA, and construction units.
Panzers and Motorized divisions often have an AA company assigned from the start, but if one doesn't, give it one.
The Army HQs also get an AA unit (put the Light units here as the Army HQ is further behind the lines), and a few construction units. The Army Group gets the left over Light AA and the majority of the construction units not assigned to corps. You assign the construction units and AA from your AG to cities and depots as necessary.
The reason to have AA spread around is not just to defend against enemy air attack, but to shoot down enemy recon and transports when they fly nearby.
The other assorted units - StuGs, Panzerjagers, Recon bicycles, Flamm Panzers, Werfers, and the really heavy artillery (240+ mm) - are then assigned more specifically. Makes sure the motorized corps and PG infantry corps have the most toys; a StuG or Panzerjager for sure, plus a unit of Werfers. In addition to the PG corps, spread the Werfers out among the infantry corps where a corps may not have a full compliment of artillery, or looks like it could use a little extra support. Flamm Panzers are good for a unit in a Panzergruppe. Spread around left over StuGs as desired.
The really heavy artillery I assign to corps that are going to be putting a hard target under siege (Odessa or Leningrad for example), until then maybe push them all the way up to the OKH level and then assign as necessary.
It may be a good idea to leave a StuG battalion or two (note the difference in size between a StuG battalion and a StuG battery) for such siege operations as well.
You'll probably find you have excess pioneers, again, assign them as necessary to corps - or even individual divisions - that are facing heavily entrenched enemies.
The Rumanians have a whole lot of MG units, assign to corps and individual divisions to give the Rumanian units a bit more punch; they need it.

15. Don't fly over Tallinn
This deserves special mention. There is an absurd number of AA batteries assigned to Tallinn, flying over the city is going to get a bunch of your planes shot down. It isn't worth it.
There may be other cities like this, but I haven't found them, Moscow perhaps?

Okay, think that covers my page of notes, with some more information and recent additions added.

These are just my thoughts, do with them as you will.


Edit: Cleaned it up a bit, and added a section on Support Units.


< Message edited by neuromancer -- 5/24/2021 12:28:53 AM >

(in reply to neuromancer)
Post #: 52
RE: I Suck - 5/24/2021 12:34:15 AM   
neuromancer


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Maybe I should change the name of the thread to "I suck... less"?

(in reply to neuromancer)
Post #: 53
RE: I Suck - 5/24/2021 1:15:58 AM   
Laits


Posts: 144
Joined: 11/1/2019
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quote:

ORIGINAL: neuromancer

Maybe I should change the name of the thread to "I suck... less"?


Indeed!! 😉
Thanks for your tips. It’s a good reading. Funny and interesting.
However, I don’t fully agree with your analysis about the support units.
Yes you have to change the initial distribution but you have also to chose one or two sectors to mass them.
I think It’s not a good choice to have corps with 3 artillery, pioneers, flak, etc in quiet places.
Choosing wisely when, where and with whom will be your main effort is key.
This is why I think every player has to accept to field an unbalanced army and to take some risks instead of having something well organized on the paper but lacking real offensive power.
But it’s just my two cents...

_____________________________

More majorum

(in reply to neuromancer)
Post #: 54
RE: I Suck - 5/24/2021 2:47:47 AM   
neuromancer


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Joined: 5/30/2002
From: Canada
Status: offline
I understand your point, and it has merit, but what I've found is that in '41 any corps can end up in hard fighting. That can change as time goes by, but in the beginning you have to be prepared for that big fight to be anywhere. And once the Soviets start pushing back you will need that artillery to defend at possibly any point along the line,

Of course note that this is intended to work with my constant pressure doctrine, of keeping up pressure everywhere along the line to force the opponent to spread out their units more and not have that option to focus exclusively in front of your main advance. If your playstyle differs to a few more concentrated thrusts then it makes entirely more sense to concentrate that firepower in a few spots.

With that said, there is also a limit to how many support units an HQ can commit to a battle (six in most cases, unless defending in urban terrain then it is 18 - 23.6.1) which means that piling too many in one spot is a waste in that some or many won't be used.

And to be honest, part of the reason I do it is so that I don't have to worry about it as the fight continues. I don't have to wonder who has what because everybody has some.

It is however why I did say that the panzer group units (panzer, motorized infantry, and the regular infantry in particular), and units in a siege should be assigned extra support, because they will need them.

Another option allowing for more concentration while still providing some support to everyone would be to put say only 1 or 2 artillery (105s and 150s mostly) and none of the StuGs or Panzerjagers in each of the line infantry corps, leaving the rest at a higher level - army or army group - to be assigned as needed, and then pulled back when no longer needed in that area. It is a bit more fiddly and involves frequent micro-managing, but could get the concentration of firepower in important sectors that you were talking about.
Assuming one remembers...
I find in the heat of the moment I can forget to make sure my corps HQ is in range entirely, than it doesn't matter what they have!


< Message edited by neuromancer -- 5/24/2021 2:59:28 AM >

(in reply to Laits)
Post #: 55
RE: I Suck - 5/24/2021 2:54:08 AM   
neuromancer


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Status: offline
Next up: Operation Typhoon.

(in reply to neuromancer)
Post #: 56
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