golden delicious
Posts: 5575
Joined: 9/5/2000 From: London, Surrey, United Kingdom Status: offline
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Turn 32 and.... well I sort of spoilered this already, but everything goes to hell on turn 32. I haven't played that much TOAW IV and the "Overextended" feature was a little bit of a mystery to me until picking up this scenario. Well, it turns out that in addition to not receiving replacements, Overextended units suffer desertion effects, similar to unsupplied units. The one difference, happily, is that units which are just overextended dump their equipment into the pool rather than it being lost, which is just as well because almost every unit on the map is now overextended, and I'm bleeding about 10% of my equipment per turn. I knew that the mud effects were coming on this specific turn (thankyou Luftwaffe weather service) but I've been caught out by their severity, which isn't at all clear from the briefing. Given where I am in the scenario now, I think this is a good thing: it throws me back into the deep end having just started to get cocky about my success. OK, so there are two options here: 1) pull everyone back to a hex which isn't overextended (as you can see from the screenshot, this means falling back a lot), or get them over the unit supply threshold for the desertion penalty (100 - proficiency, so about 20% for most German units which aren't subdivided), which is going to mean more or less the same thing 2) hold the line, accepting that my units are going to bleed out most of their strength to the pool over the next few turns. Relating back to the imperatives I outlined before the campaign started, keeping the Wehrmacht at strength is second only to eliminating Soviet units. Even though all this strength will notionally be coming back from the pool later, there's a real risk that in the meantime my units will be subject to attack from the Soviets at a serious disadvantage (although I think the Soviets have a lot of the same penalties as I do, their rail net is fully intact and their units are generally in a good supply state). As such, I'm going to leave units in place which are keeping Soviet units out of supply, and otherwise withdraw everything back to supply sources, leaving forward only the few units which are in a good supply condition already. Had I appreciated just how bad these mud effects would be, I would have pulled back the vast majority of my force a couple of turns ago, when I wasn't dealing with mud, refugee effects and a 50% movement bias slowing them down- but here we are. One thing I can do to immediately improve my situation is to address the growing Soviet interdiction, which is currently cutting my force supply by 2- a lot under these conditions. The Luftwaffe has been very heavily used of late as I rely on them more and more to smash trapped units when I can't get enough artillery forward fast enough but, with my offensives largely on hold, I use their spare capacity to ramp up my attacks on VVS units which are in range of my fighter cover. Air units actually draw force supply regardless of the supply level in their hex, so the Luftwaffe is actually looking in much better shape than the Heer at this point, my challenge in this will be that a great deal of the VVS bomber force is well outside my reach in the vicinity of Archangel AGS is in the best shape here and a number of divisions are resting in good condition at Kharkov, so these begin to crawl through the mud towards the front, to pass on the way their poorly supplied comrades moving in the other direction. I'm also going to try to secure Rostov as it has a forward supply point adjacent to it. Outside these forward supply points (Sevastopol, Rostov, Stalino, Kharkov, Orel, Tula and Moscow) and the all-too-distant railheads, supply is zero
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< Message edited by golden delicious -- 11/25/2021 6:14:05 PM >
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"What did you read at university?" "War Studies" "War? Huh. What is it good for?" "Absolutely nothing."
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