Zovs
Posts: 6668
Joined: 2/23/2009 From: United States Status: offline
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This is just a mini AAR based off a fellow asking some questions about how the game plays. Game Options: Soviet AI: 110 Auto AI Air Assist: Off Enhanced TB control: On For this mini-AAR (demo if you will) I am not doing a full optimal Air but will adjust the AI 'assist' if I feel the need. Using the default Air Directives for the scenario are: three Recon missions and three Ground Support Missions. After executing the Air Directives I lost 7 aircraft and 14 were damaged from these three recon missions (all flak related). Ground phase at start, zoomed out 2 levels to give a better view of the lower southern half of the map: Just to the north of the map (you can just see it) is Orel which is a victory city, part of a strategy to to try is to encircle the units in the south. I zoomed out one level more so you can see the VP hexes (the ones with the flags) that I'll try to drive towards from the south. Zooming back in all the way. From the main thread i.e. demoig... Selected the XXXIV Corps (outlined in Purple) shows the two division's that are assigned to it (outlined in both blue and red on the map). To the right you can see the gold outlined selected Corps HQ and that little flag there on the right showing 4:10 is the number of units assigned and command points this HQ can command. In this case 4 command points are being used out of 10, or roughly speaking each division costs 2 CP and theoretically this HQ could command up to 5 divisions, but each time a division splits into its regimental portions (3 for divisions) the CP which switch from 2 to 3, so the general idea is to not overload your HQ if at all possible. You can also see the Supply priority is set to 1, and you can see how much supply, fuel the HQ has (as well as the number of men in both the HQ and the 45th ID. Select its sister division the 134th ID we can now see how far this unit could move: But before doing that lets demo breaking the division down and moving it instead. Now here is the division broken down: So this is what it looks like after quickly moving those regiments into position: As you can see reselecting the parent HQ those regiment are out of command range. But before moving the Corps HQ, lets move the 45th ID in place and then move the HQ to get all units back in command. As you can see now, all is well (all are outlined in blue). So now your probably asking why I moved those regiments into those hexes, well that was so I move the rest of the infantry into these positions: And your probably asking why I did that, well that is so I could do these moves and then this HA (hasty attack): So here is the finally moves for 2nd Panzer Group, not perfect but good enough I think. End of turn 1 Vyazma threatened This puts 6 Rifle Divisions in jeopardy, plus 2 Cavalry Divisions and also encircles 1 Mech Division (107 Mech). Bryansk Pocket This potentially pockets: 19x Rifle Divisions 2x Cavalry Divisions 1x Tank Divisions 1x NKVD Motorized Regiment 1x NKVD Border Regiment Smaller sub-pocket (Putivl) 1x Rifle Division 1x Guards Rifle Division 1x Cavalry Division Plus puts the following units near Sumy in a disadvantage: 5x Rifle Divisions 3x Cavalry Divisions Here are a few close ups: Sumy area: Bryansk area: 3rd Panzer, 4th and 9th Army areas: By far if I can keep this pocket closed with the 25 trapped divisions it will be a big haul on turn 2 for surrenders. Turn 1 losses: Ground: Air: Not sure how much use this will be to anyone...
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Beta Tester for: Flashpoint Campaigns: Sudden Storm War in the East 1 & 2 WarPlan & WarPlan Pacific Valor & Victory DG CWIE 2 SPWW2 & SPMBT scenario creator
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