npilgaard
Posts: 175
Joined: 5/3/2006 Status: offline
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The last of the old list-posts (I think that I might have posted some of the below before in another post some months ago, but here is the full text - a lot of stuff, but feel free to skip ): Soviet Armoured Fist Defence of Barbarossa (tactics + build strategy): quote:
Post: 73701 - Bryce "STRATEGY I MOST OFTEN USE I call my Soviet doctrine I use the most the "HEavy-AT" Strategy, or HEAT for short. Before Barb, you: + build EVERY gun + build EVERY Arm + build EVERY Mech + you start game with 8-6 heavy mech in force pool, build it for 7 + you spend 4BP in 41 converting to 9-6 heavy arm and mech + remaining BP are spent on grunts, consider the possibility of building pilots for your Ftr. After Barb begins, your three tasks are: + Rail out ALL factories + Gain signifigant LL (you should have been badgering the Allies for turns and turns already) + Extract your army with few losses Once Barb begins, the German must kill the speed bumps in Lvov, etc., the first few impulses. Some players think this is not that useful. Way I look at it, I am spending BP to burn an Axis impulse. They will not advance their land units that turn, and that means they can't really advance their aircraft that turn either. Speed bumps further back are less useful. Here, a keen Student will simply advance on it and then (closer to end of turn) simply fly all their bombers needlessly in support (which will rebase them close up for next turn). I like to avoid that, but sometimes you can't have everything. HQ will be pretty far back, and will reorg as many units as I can, along with 3 TB-3 (I'll build some before the war). TB-3 are your best unit, able to reorg as you fall back, huge range, and can even fly at night protected by NF. I will rarely risk them to ground strike unless again, at night. Their use under these conditions can degrade German ground strikes and always complicate battle calculations. Bottom line, my initial Barb strategy is all about denying the Axis effective use of their action limits their first impulses, so they are out of position as much as possible. I try to do this a lot in early Barb. The trick is to succeed at it. After the speed bumps, I employ "heavy-AT stacks" particularly in the south. These stacks are spaced so any one of them can only be faced by 2 Axis land stacks. I fly HEAVY Ftr protection, and stay ahead of the advancing Stukas and Axis fighters. Hopefully this will burn 1 or 2 more Axis impulses. At some point I run across the Dniepr. If I've done a heavy-AT, I'm likely to stand and fight at that point, simply to burn another turn and OC for as cheaply as possible. I am much more likely to withold my OC to unflip my HQ, pull them back and reorg the line than I am to use it to counterattack at this point, I will willingly trade an OC for an air OC played by the Germans, forex, in these circumstances I may not even fly any planes of my own at all... In the north, the front splits quickly with the main force retreating to Smolensk and a smaller force retreating to Novgorod-Leningrad. Once the Germans have crossed, I fall back once more, again using heavy AT stacks to shield the rest of the army. I will fall to the factory line in good order and hold there til the city stacks (I keep them in front) are taken then I retreat again. If the Rostov-Voronzek-Moscow river line is breached, as is likely, I resume a retreat to the Urals, with a large number of crappy units infesting the Caucasus stiffened with some good ones in key hexes. I employ only long range bombers early on. Fighters fly and then rebase back as far as they can. Most of the time I can get them to a city (even a hero city) where I can remove them if need be to get them out of danger. Forex, in my current game as Russia, its JF45 and I've lost ZERO AC to overruns. I also build every single Ftr3 the Russians have, if playing with nightmissions the Russians now have the ability to get 'some' factors in along with the occasional key ground strike. The Germans can counter this, but then the Brit night-bombing of their factories is unimpeded. Its a tradeoff. I concentrate my 2 ski and mtn div with 6 corps including the Astrakhna Mil for the dreaded 3 hexside counterattack once winter sets in (which isn't that effective against a German that knows its coming and plans accordingly). There are several mods to this strategy. If the Germans have more OC, I'm less likely to stay and fight in a place, depending on which HQ's are where. If I've railed out all the factories, I'm much less likely to stay and fight for a spot. Hexes are just hexes til you get to the Caucasus and Urals. Basically if I have the factories out and LL secured then I am happy to fall back and conserve my forces (and burn Axis action limits). If the Germans have built an Italian air force from Hell, I'm damned sure not going to stay and fight for anything. HEAT or not, you'll get rodeoed and surrounded, then its Communists and Indians, with the Wehrmact driving round and round shooting arrows into your little red wagons...not pretty." quote:
Post: Bryce 67728: "Hmmm...I still don't know, but it seems like Russia is playing into the hands of the Axis in your games. Break contact with the Germans and either let them: a) consolidate their lines, <OR> b) chase you deeper into Russia to the next defense line I firmly believe that a USSR that concentrates on a mobile mechanized army early can do an optimal withdrawal (fast enough that German airpower is at a disadvantage, slow enough that you rail out all your factories). Once these are accomplished you simply fall back once again. And again. At no time do you let the Axis attack you at advantage. A strategy like this often results in ~10BP of Soviet casualties in bad weather turns and 20-55BP of casualties in the long summer turns, but it assumes the Germans are sticking to you like a tarbaby. If the Germans do not take the bait and follow you (option a) then being at least 6 hexes away from them will result in an effective gain in production for the USSR (10/turn in bad weather to 35/turn in good weather). This initial bonus I would first use for additional FTR, after moderate parity I would then start spending some of it on OC and cheese units (Russian OC production would commence in late 41). Note also that you can't leave Russia alone and then change your mind...4 turns of AC production will result in a very different air force mix...now Russia can actually do counterair operations as you rebase forward, which translates into flipped units on the German front and massive Soviet blitzes of these hexes. So now Russia can hold for more than 2 impulses, flip AC and units, vaporize a key hex or two and THEN fall back again. Finally, at some point, Russia will have 4 or 5 OC, plus a large air force plus a large unblooded army (and we're assuming no LL btw). They will race forward to meet up with the Germans. They will either do so in bad weather (slowly rebase FTR forward) or in good (supercombined or fly all FTR as CAP, reorg with HQ's, next impulse reorg all HQ). In any event, the Russian will be in contact with the Germans at that point and the main event will start to unfold. Tactics such as Mr. Jacobi's come to mind, there are plenty of others as well (if you don't bother Russia, then Russia is going to bother Japan, Finland, etc., 10x 3-3 Inf is only 30BP and that was one turn's savings. Give them an HQ, one kill stack, a couple AC and a slogan and send them on a rampage somewhere without affacting your Eastern Front in the least.) I would not want to face this sort of fight in 1943, because the 2d10 is not about the strength of the hex, its only about the plusses you get in the attack. =================== The German alternative is to deny this scenario by following the retreating Soviets and continually embed your jackboot in their backside. It will result in the losses described above, so no effective counterattack force is formed, and no Soviet counteroffensive can begin the next year(s) either. The disadvantage here is that you will have to abandon your turtle strategy. Partisans will matter, Soviet winterized attacks will matter, rebasing AC becomes quite problematic because you are attacking, not to mention that each impulse finds you further away from home as the Soviets continue to retreat to interior river lines (Dniepr -> factory line => Moscow-Voronzeh-Rostov => etc.). And you may not succeed in really blooding them the way you want to. To sum up, I think your strategy is most effectively employed if you first beat the stuffings out of the Soviets by chasing them down (assuming you do) for 2 summers and THEN adopting your hedgehog defense at a river line. This is the best strategy I know of; many Germans don't know when to quit and so they die OOS and fragmented. I think 2 summers enough to bleed the Soviets so they aren't a complete monster. But doing this AND defending shallow territorial gains only works if the Soviet player doesn't grab his marbles and march off to Moscow. I see the two objectives as being pretty much incompatible unless one is early Barb and the other late Barb." quote:
Post: Bryce (67840): "> I can think of a number of things that are also very high priority. ARM for > one, since this is the only way the Russians can take advantage of the Blitz > table. Then there is ART and other divisions, since you can be expecting to > take losses or advance hexes, and those good quality mobile AT and AA are > invaluable. Dont forget that we want some TAC, too. My Soviet builds tend to be one Arm/turn, 2xFtr/turn, at least one pilot, one gun, one div and grunts. If an HQ is available it takes the place of 2 grunts. This works well and gets out the key units in a timely manner. Note also that it depends what you play with: many hate MiF because the Germans get all those mech in the late war. I like it, I am willing to give them that because I get all the Soviet mech early on as well. Many are good enough to stack in the secondary front hexes, and thus help delay the German advance. > I would be very surprised indeed to see a 1943 Russia with 15+ FTR, a > respectable TAC force and enough ARM and supporting forces to strike fear into the > hearts of Germany. This doesnt mean that it cant be done, or that its never > happened, or that your style of play is wrong - I'm not trying to Well in my current game, the German has been very aggressive, using a huge army and air force. I've employed a heavy mechanized defense. The German killed ~10BP/turn, managed to hold him to 15BP in early summer, last JA he managed to kill 50BP. In the last 6 turns I've counterattacked and killed 3 Mech, Mech div, 2-3 Inf and some divs. The Germans have only had one bad battle for Kursk where they lost a Para and Para div. They have had NO Italian help in Barb (one key reason I've been able to hold my own in the air). Its MJ43, I only have 12 FTR, 4 LND4 and 7 LND3 (I detached 1 FTR, 2 LND3 to Iraq for the defense, now its an advance there). All Arm and HQ on map except 1xHQA on spiral. I think I have 4 Mech in the force pool left, some of that because I upgraded GBA. All mech/arm divs, ART, AT, TD on map, I am now concentrating on Katyusha and SPA (none on map). LL has been minimal. I've built 2xOC (none on map). I am still on the defensive of course, and this summer promises to be a bloody one for both sides...I am about to fall back to the Moscow-Voronzeh-Rostov line, since the factory line has been breached (because of some of the battles I have chosen to defend much farther forward than I would normally). In the north they managed to cut the link between Vologda and Archangel, but I think I'll have it re-opened in the next couple turns. Most of the German mechanized losses have been in battles where I've flipped one unit perhaps (or none) and then massed the Soviet blitzers against them. Its worth doing just to force the German to fly huge numbers of bombers and fighters to the hex defending it (one key battle saw 9 Lnd3 support a hex), because those bombers won't be ground striking me. Repeatedly, the German has managed to knock a hex out of my line and advance, but quickly learned that a blitzable hex surrounded on 4 or 5 sides is a BAD thing when faced with a mechanized defender. You don't do it unless you have them flipped, and my threatened counterattacks threatened his ability to do air impulses. There is no doubt that weather and luckballs have played a part, in other games we often see Germans advancing to the other map or aligning Turkey. But then, I wasn't playing Russia those games either... :) We think the heavy mechanized strategy works for Russia, maybe not quite as well as this time perhaps, but it does well. But your mileage will vary depending on what rules and counters you play with." quote:
Post: Bryce (67794): "> Well, you certainly have a mighty Russia then, what with all the FTR being > built, and all the HQ, and heaven only knows what else. I never seem to manage > it - must be poor play on my part. Nope, but the descriptions I've heard so far (slow German advance AND heavy/moderate Soviet casualties, more German reorg than Soviet reorg, etc.) certainly suggest that your Soviet gameplay could be more effective. You're right that early on, Germany has more reorg and can reorg FTR even on a land move (necessary sometimes when you only have 4 air missions). But this doesn't last forever. Russia can, in some cases as early as mid-43, start the turn with an air impulse, use all their HQ and then spend one OC the next impulse to unflip all their HQ. Assuming that only Zhu, Kon, Yer, Timmie and Vatty are on map, this would allow 17 AC to reorg. Since I'm a cautious soul, suppose I leave Yeremenko unflipped to guard a threatened hex with HQ support in case the Germs get frisky. That's still 14 AC reorg'd. And no, the German can't come close to matching this without flipping their HQ and leaving them that way. Which is fine with me, let them sit that way the entire turn. Or rather, the German CAN match this, once perhaps. And then their last OC is gone. The Russians will be doing this every other turn in 43. In 44, they will be doing it EVERY turn (good weather turns only, we can assume in bad weather they will simply make high odds winterized attacks). Finally, if Russia ever does make a breakthrough (its not a sure thing, but I believe they can during a turn with multiple OC to play), the Luftwaffe has a very good chance of getting stomped on while facedown. If this happens, the German better pray he goes first and can fall back. Been there, done that (and had it done to me), got the T-shirt." quote:
Post: Bryce (67853): "> Remember, desire and execution are two different things. Germany WANTS > to kill Russians. Russia desires to stop that. Also note that Jeff very > importantly stated the Germans wanted to kill Russians with few casualties by > making high odds attacks. That's an important part of Jeff's statement. Well then I am completely flummoxed then, and can only assume that your Russians are being done in by their own choices. Germany can dream of dead Russians all she wants but if they don't pursue them fullbore then the Soviets get to decide if this happens or not. Germany is apparently calling the shots in your dance and Russia is doing her best to be Ginger Rogers to your Fred Astaire. Now I (as Stalin Rogers) like to step on Fred's toes, drink vodka from a bong, twirl the wrong way and do the robot at inopportune times. And I always keep belching my borscht-onion breath in your face. Always. If you are committed to: + only making high-odds attacks <AND> + gradual consolidation of territory (due to Soviet retreats) and I am committed to: + heavy mechanized build strategy <AND> + retreat at first opportunity (factory & units safe) then I see no way for the German to make any high odds attack except upon my sufferance. I'd submit from past experience that there would be no long summers where you can apply the lash...I'm not there. Have fun beating up my ex-peasants. Put an extra SS unit on map. As I have posted earlier, against a passive German, retreat gains me several things: 1) my on-map army is not damaged 2) my on-map air force is not damaged 3) each turn's budget will buy ADDITIONAL units, not REPLACEMENTS 4) faster OC production (say within 4 turns of start of Barb) 5) I'll have more saved oil than God Now I see some gains for the Germans as well. You can pull a combined or even naval whenever you want, the West ain't gonna like that. Soviet partisans are kaput. And your oil expended in the East is going to drop to zero, same as mine. The West can forget about serious invasions of France/Italy, you can even rail out some land units if need be. I don't see you flying out many AC though, that's a lot more dangerous as the Russian gains parity with you. I guess my point is, if you don't keep banging on my head and I retreat to the MVR line well ahead of time, with you slowly loping along after, by the time you get there you are going to face a Soviet player with 4 extra turns of production. Their army is bigger, their air force is MUCH bigger, and they aren't as eager to retreat anymore. I can darn nearly put 2-3 mechanized per key hex on the river by this point. One thing I have found is that, with a heavy mechanized force, the Soviet can launch spoiling attacks on you without flipping you first; without flips such a battle can be a +13, if the turn were close to ending I would certainly consider doing this to the lead German kill stack. If I ground struck the hex and one adjacent to it and then hit the hex itself, sure you could intercept both strikes and then hopefully escort your support bombers in, but so what, I just used practically every single plane you have in this key sector, so next impulse you aren't going to do much to me and I'll still have some Ftr. What are you going to do, call an air to reorg the planes in this one sector? Do a land and rebase more in while 2 good HQ reorg 3 of them? I just bought an impulse and my newly formed GBA will lead my triumphant blitzers back across the river. Score: Russia 1, Germany 0. I've done this several times, and it can be very effective at stalling a front. The only hard part is knowing where to place old Zhukie and Vattie Zhuke adds to the battle, the other waits to reorg those flippe from behind the river line). Once you got that its trivial to pull back across and leave him flipped with the Saratov Mil and a 1-5 Cav div stacked with him, as long as he has a good retreat route back to the river line. That way Zhuke protects the front to a faretheewell, but can't be killed himself. I'll console myself with the 3BP gain I made in the battle and the fact that he won't cost me oil to reorg. But suppose you're indeed careful and approach MVR in a way so that I can't pull stunts like this. So what, bad weather will have set in. I'm fine til early 42. So in MA42 you begin operations when it clears, but by then I'll have had 6-7 turns of production versus no losses. You'll have 1-2 OC and lots of AC, but so will I. You'll have huge reorg ability but so will I. You go first? You can do your air and fly all your planes, then do an OC next impulse to unflip HQ. Big deal. Wholesale flippage of the Russian front is not going to happen, at least not on average. Key hexes will soak up 2 or more bombers to ensure they are flipped. I don't even have to fly my aircraft, I could choose to just fly a few. Or none. Flip all you want, Uncle Addie. On my impulse, I choose a land, reorg my HQ and proceed to unflip every land unit I have. Yes assuming you still have a faceup HQ you can now do a land OC and blast a hole, but I don't think you'll be too keen on crossing over the river line to my side while I still have a protected HQ ready to blast you back. Not to mention unflipping your HQ's to maintain the offensive will burn your last OC. )Otherwise you're pretty much done at this point, with no real advance past what you have. I'll be out of OC too, but unlike you my third one will arrive shortly... If Russia goes first in this scenario, I can launch spoiling air raids in a key sector. No I don't have as many Lnd3 as the German, nor do I have as many FTR. But if I gang up in an area, I can get an edge. Early war my Sturmo's are not self-escorting but you can bet that there will be enough for the German to be forced to fly FTR to protect a key sector. Its a good way to scrap the loser Sturmo anyway. Send them to their dooms. I like playing with night missions for this exact reason, the aircraft don't hit very well but boy do they burn up FTR trying to stop them. But even without night missions, I've just protected that key sector from his riposte on his impulse, because Addie has to reorg first. Giving the Russian the initiative in deciding what battles will be fought and when is a recipe I think for disaster. All my strategies have assumed a standard income and meager LL, but you can bet I will demand max LL from the Allies from the get go. Suppose I get 7BP/turn that way, this translates about 112BP I picked up before the MVR clash. Add this to the army that I did NOT lose, and Russia has firmed up very nicely indeed. This is an ideal, of course, but the real answer isn't too far off. I've heard the repeated comment that your Soviets are stymied even with 60BP/turn economies. If this is true, then something is not right. My suspicion is that your Soviets have been attrited and pruned by your Germans so much so that they are still in recovery, buying replacements. But thats a Soviet choice and one I would suggest not making. I feel pretty comfortable saying that a Stalin who did pull back would not lose much and by the time he gets up to 60BP/turn Hitler is definitely going to be feeling it. I would not want to face a Jacobi twice a turn at that point, followed by land OC. As the Soviet I can and will burn 3 OC a turn in the summer turns, and maybe more than that. Sooner or later I will break through and when I do, the Luftwaffe will be the main victim. Even killing 4 FTR in a sector at the end of the turn spells disaster for it when the next turn begins, especially if I go first. Let's not even consider what the Sturmoviks will do if they get to fly unopposed. Hell, I won't even use an OC the first impulse, no need when 3 bombers will do just fine. I'll wait til the second impulse of JA to play that game we all know and love called "Who wants to be a Cross of Iron Candidate?" Hmm...should Manstein use his reorg? Or should he phone a friend? Is that your final answer? Let's ask the audience. We have of course not considered other options, such as flying carpet bombing missions in the air/supercombined impulses against unprotected hexes. On a combined this can lead to all sorts of nasty events like your lead kill stack vaporizing, leaving a div to be overrun and a tender hex behind it to be immolated, or the hex adjacent to it faces blitz from 4 hexsides (+15 without HQ support). Even killing just the div in a carpet raid is very bad because in the blitz the same impulse both corps will die. The 12-5 SS doesn't get to go to the spiral. You get to rebuild it. Once the air force is gone, the Germans cannot hold against these tactics. And I strongly believe that the Soviets can get a breakthrough in the late war." quote:
Post: Bryce (67898) ( buildstrategy + tactics ) > Obviously you've tried this enough times to have some answers to my concerns. > How exactly do you manage to disengage from the Wehrmacht? Or do you refuse > to engage them at all, retreating just slow enough to rail out your > factories? Do you do this against a 1941 Barbarossa only, or 1942 as well? Good questions. Part of the answer depends upon build strategy, part of it on your tactics (and what the German built, when he does Barb, etc.). In the below, I've made some assumptions. You will have to modify this slightly if you don't play with these options: 2d10 combat (stop reading, it only works for 2d10) MiF Mech & Mot Night missions PRODUCTION ================================ First off, Russia should build out their Arm, Mech, AT, AA and all HQ. This includes all possible Arm and Mech divs. Without MiF, this translates into something like: 1xHQA, 3xArm, 3xMech, 2xAT, 3xAA, 1xdArm, 2xdMech Of these, 1 Arm is 9-6 heavy, 2 Mech are 9-6, 8-6 heavies. When GE DoW's you add 1 Mech from reserves. Let's also assume you built your 41 Arm and Mech so they'll start to arrive by JA. I'd station 1 AT or AA + 1 Mech in the northern flank. The balance of your mechanized troops will be based in the south. This doesn't really depend upon the German. If he masses all his Arm in the north, yours are still south. If he masses in the south, yours are still south. Your additional builds should consist of: + all HQ as quickly as possible. + build ALL Arm/Mech heavies. Note you start with the 8-6 in your force pool (in other words, you NEVER draw the 5-6 Mech at start) although it can't show up on map. + a few Mot...think of them as outrigger escorts for your land battleships, and able to stop most boogers from trying an endrun. + build *some* pilots prior to 41. Possibly a couple Lnd4 (or the Atr). + Gear up in ND40 so that, starting in JF41 you can build 2 or even 3 FTR, and they can mate up with your already built (and stood down) pilots. + If you play with night missions, build 1 FTR3 and 1 FTR2/turn in 41 on. German NF are needed elsewhere. Yours on your night raids will cause much consternation. ALWAYS build them all, and get the P-61's if you can. They all cause no end of pain. + A useful build but one hard to stomach early on are ATR. Often the Germans will manage to flip one key unit. Being able to reorg it with an ATR instead of flipping your HQ is invaluable (night ATR with FTR3 escorts in the worst case). + Once FTR3 are done for the year, build 2xFTR2 and 1xLND3. Don't build LND2 yet, your goal is to build planes with plenty of range to run away after their use. By 43 however, start in on your LND2. This means that you've scrapped all of them prior to 41, so they are all pretty good planes. They are a real force multiplier, because often you fly them unescorted. Many will die, but in flying they do a number on German air superiority. Unlike Stukas, 5- factor Sturmoviks are not terrified of a 7- factor Fw-190. The rest of the army is much as you might expect, Gar and Inf slowpokes. Note that in the south you DON'T need as many speed bumps, the whole logic of bumps is to burn a German impulse. Your armored fist can do the exact same thing, except that it won't get overrun, and its plenty fast enough to run backwards. Have saved oil kept in Leningrad (4), along with Archangel, Murmansk and some in Sevastopol. TACTICS - NORTH OF PRIPETS ================================ I am assuming your German is playing standard. Standard play for Russia is then to fall back in the north, first to Vitebsk and thence to Smolensk. You take advantage of terrain, etc. Take a look at the German setup closely. If they only put 1 Arm up north, your AT and Mech are fine. If they put 1.5 Arm up north, consider an Arm and AT instead. If they put 2, go back to the AT and Mech. As you fall back in the north, your force splits to one guarding Pskov-Novgorod-Leningrad and one guarding Vitebsk-Smolensk-Gomel. The German is likely to try to hammer the second group and screen the other one. Make sure no oil dependent land units (except possibly an HQ) moves with the Leningrad force. When do you retreat? This is easy. If in Germany's next impulse they will be able to hit you with multiple nasty ground strikes, then its time to do the bugout boogie. There are mods to this of course, if you are in woods hexes, forex, or if you have more AT/ARM and can make him fight an assault across the river by Smolensk forex, but in general, when he has a good chance of ground striking and flipping you (same number of FTR as you plus 3-4 bombers) then its time to leave. Slow Gar in cities can rail out; if so rail a 2-1 Gar in as a stopgap and walk back out of FTR escort range. The biggest problem I have with Russia is retreating when I should. My biggest disasters I always look at afterwards and realize that I waited an impulse too long to walk out. Once your units flip they are stuck, and the German will simply get even stronger the next impulse. TACTICS - UKRAINE ================================ This is where it gets fun (well fun is a relative term). Your German may smile as he sees the wide open spaces here, with no bumps to stop him. And then you rush forward to the west side of the Dniepr with the armored fist. You can easily space your army out every other hex, the best the German can o is *maybe* get a 3:1 battle. To call a blitz, he'll need either 4 Arm or 3 Arm + an dArm. If he hasn't planned for this it will be a rude surprise (remember, you get to keep your -blitz bonus in assault). If he does have the Arm, he can call a blitz, but with NO AC (well he can fly unescorted Ju-88's I suppose, which is pretty scary so let's assume he doesn't). So the best he can get is about 55:21. Of course, the Soviet can add in massive support (Lnd3) and you may have Zhukov right behind the 2 stacks. So the final odds will be around 3:2 (+3) +4 blitz (+9 - 5). I don't know many Germans who have to stones to try a +7 blitz at this point; if they roll slightly less than average their force is flipped and you aren't...which means the Soviet armored fist is going to vaporize 1 or 2 of their flipped kill stacks in counterattacks (I suppose they may employ an HQ to reorg but flipping them now on the Polish border works for me). Remember also that some of their units are not fast; half are 5 movers, not 6 movers...judicious hex selection can usually put you 'a hex too far' for the 5 movers to seriously contribute. So, in general, the German isn't going to want to attack like this early in the turn, if it fails it immolates his entire blitz force. They'll advance instead, trying to ooze around your armored bastions while they rebase some FTR forward. OK. It's either time to LEAVE or time to ATTACK. If a kill stack is placed forward where you can take a shot at it, consider doing so. Of course, factors like end of turn and weather apply here, i.e., no you probably don't do this early in the turn. But you do have several AC. Fly 2 bombers at 2 of his front hexes. Chances are only 1 FTR can guard both, meaning one of your bombers will get through automatically. Fly night missions if you can, or just intercept with 1 of your FTR, you should have some good ones from your JF41 build. If your bomber does well, consider an attack (odds +6, flips +4, blitz +4 is a +14 blitz. This is enough to give the German pause. If you do so-so, well, you have stopped a couple blitzer units from trying to surround and kill your armored formation. If you miss, well, you definitely need to fall back. Console yourself; one downside of attacking is that the German often will fly every bomber that can make it. Its a free rebase up to the front for next turn. Remember, at this point, if you do one good counterattack and remove 3 German blitzers their ability to launch nasty blitz attacks back at you might be curtailed for a couple impulses...suppose forex, that you kill an Arm div + Mech, and */B the Arm, thats 1.5 Arm on this front he's lost for this turn. If he doesn't have enough Arm left over to call a blitz on your armored fist (2 Arm + AT gun) then he is going to go kaput for at least an impulse while more armored units rush forward. On the other hand, if taking 3 out doesn't really change his force mix (i.e., he's got the max Arm pointed at you) then it makes no difference and counterattacks are only useful for propaganda, GBA, and instilling caution in them. My only concern here is victory disease; if you counterattack don't do this for more than 1 impulse. Constantly dance just out of range. Your fist is powerful, but if it stops moving for 1 impulse the AC will flip it and the German rodeo will finish it off. Chortle as the German kill boogers are reduced to a crawl, but ALWAYS be ready to get out of dodge, avoid the flip-flop etc. I would suggest that you try for a counterattack within 4 hexes of the Dniepr so your FTR can rebase back across the river for next turn. Don't be afraid to use the Zhukov + Mil + Cav div strategy if you can do this adjacent to the river line. But as long as you fly a couple bombers a turn you keep burning up the German airpower that would rather be used to move forward again. TACTICS - STATIC DEFENSE ================================ When the Germans have finally gotten to the Dniepr, evacuate across. Station your units optimumly and wait for counterattack. Its ok here for your units to be ground struck, you're as strong as you can be. Enough others have written about this strategy so I'll be brief. Once pierced (with an OC forex) retreat in good order to the factory line and repeat. Then to MVR. Then to Urals-Caucasus. If you've maintained your armored fist you can cause the retreat to be at your pace (the German MUST face your fist with his armored units, can you imagine being able to counterattack against 2 Mot and a div?). In a game like this I tend to fight VERY hard for the defense lines, not because I can hold them, but because by fighting for them I can make Germany exhaust their store of OC, bombers, etc. TACTICS - DYNAMIC DEFENSE ================================ The above production and strategy tends to put the kibosh on a Germany that can 'make killing Russians a priority'. Its hard to do when their big bad Arm are glaring at you under air cover, etc., when you are on the advance. One misstep and they can attack, it opens your eyes. Now, if the German begins to operate as you have described in your games, i.e., moves slowly to consolidate his territorial gains? Once this becomes apparent, as the Soviet all you need to do is get your army organized to keep moving and get EVERY SINGLE FACTORY out. Leave no factory behind. Once this is done (that is, production has been permanently protected), then you can retreat at will. Wait for the Germans to crawl forwards. To be honest, really all you need to do is just drive your tanks the same way you did in the Ukraine, i.e., always staying hexes in front of the Germans, able to slash back if he sticks his nose out, but safe from counterattack. You can continue this retreat strategy clear to the Urals (at some point you'll have a Caucasus army set up to repel the invaders down there). Contrary to popular thought, fighting from the Urals is NOT a bad thing if you CHOSE to move there, i.e., you have all your factories, all your planes and all your army. In fact its a very nasty thing, becuase your ability to really fudge the German by overextending him is huge. Think about it, your army is still as huge as always. Just as the 2d10 table is all about bonuses/flips (not the odds), so too is Soviet strategy all about massive breakthroughs; A Russian can gain 15 hexes in a turn this way when the German is pinched. This is one way that breakouts happen; a very strong Russian goes to the Urals and then smashes back, breaks the German line and then suddenly its a race west to maintain supply. If the Russians win such a contest, the German line is devastated and entire army groups can find themselves 30 hexes past Poland cut off (and soon to be dead). This isn't the only way of course, Mr. Jacobi's methods are equally devastating if the Soviets start near Moscow or even when they're in Poland. But a well prepared Soviet player in the Urals often accomplishes the most spectacular offensives using the OC this way. Lots of German hordes dead and cut off in a matter of impulses. But ONLY if the Russians weren't pared back getting pushed back..." quote:
Post: Bryce (67971): > First off, is the use of Patton in Flames "heavies" (which I do not use) key > to your defense? Are they in fact a seperate force pool, which means that you > -cannot- draw the low value MECH? You imply that this is the case, and Im not Regards PatiF...the USSR certainly has an advantage using PatiF with the "heavy AT" strategy; essentially upon Barb your 6-6 Arm, 5-6, 6-6 Mech have all gained 3 combat factors. This allows the Soviet a couple stacks equal to the Germans, better actually when AT are added to them. When using PatiF, a unit can either be normal or heavy. If you convert it to heavy, the normal unit is removed from the game permanently. The heavy version is the same type but costs 1BP more to build, ie. an Arm costs 7BP, and costs 2BP to convert over one that is currently on map. If I have a regular Arm and a heavy Arm in my force pool, I can choose how much to spend, just like Ftr2 and Ftr3. Regards the low value Mech, the setup rules do not allow you to start with heavies on map for the Global War scenario. Russia does have a 8-6 heavy mech in 39 though. What I usually do is exchange the 5-6 for its 8-6 heavy, then choose from the 6-6 and 7-5 Mech for setup (mopre choices if using MiF). You can't draw the 8-6 heavy. PatiF is not central to the heavy AT defense; a 6-6 Arm, 7-5 Mech and 2-3 AA gun is still a respectable defensive stack; I still think you can retreat as per Patif. Attacking is not as easy, certainly some odds shifts down here due to lost combat factor density. So a non-Patif AT strategy can't counterattack as aggressively. > you dont use fractional odds - night TAC missions become less attractive when > you are affecting the die roll by .05 instead of a full chart. ============== Night missions fall into 2 groups: ground strikes and ground support. Strikes aren't usually hurt much, your bombers hit on 2's instead of 3's. The benefit you gain (bomber survivability) is worth it early on, at least from what I've seen. We don't do fractionals. Just 2:1, 2.5:1, 3:1, etc. So one night bomber adding 2 factors may or may not improve the odds. In general, I've found it will usually mean a +1 change in favor of the Russians. Worth doing on a +9 attack, not worth as much on a +16. > Second, where are you getting all the production to build all these quality > units? You casually mention about 70 BP of mechanized units (without MiF!) , > and also suggest building 6-9 FTR plus PIL manufactured earlier. That's a heap > of production, considering you get ~142 BP (total) to play with prior to J/A Not casually. Do the math: 36 3-5, 4-5, 5-5, 6-5, 6-6, 7-5, 7-6, 8-6H 1-5D, 1-6D Mech (1 map, 1 GE) 28 6-6, 7-6, 8-6, 9-5, 2-6D Arm 5 Patif upgrades 10 2xHQ 8 2xMot 16 2xAA, 2xART 6 3xPil 12 6xFtr(1 SO, 2 ND, 3 JF41) ?? Grunts Now, I am assuming that nobody considers Soviet HQ as 'luxury' items, they are MUST builds. Ditto for guns. If you deduct those from the equation, then the AT build only soaks up 69/49BP (MiF/No MiF). The Mot and extra Pilots, AC are a preference of mine, and technically not a part of the AT build. Build other things if you like. > Third, what German worth his salt tips his hand regarding the direction of > his armored forces? I mean, come on, German ARM can set up in central Poland > and go either direction. In my earlier post, I said their direction does not matter. I will cheerfully let you put all your stuff up north while I remain armor heavy in the south. Armor are wasted in the tree/swamp line, so practically they will funnel right on to Smolensk and thence to the Gomel-Tula area which is clear terrain. I'll have plenty of time to use my AT force to first evacuate the Ukraine, establish a Dniepr that you can't break and THEN round the Pripets corner to stiffen my line just fine. The key is that with both armies (north and south) retreating in lockstep, I have plenty of time to reinforce the north. Remember, my heavy AT can hold clear hexes against the Axis vanguard elements. > You know what I would do against your proposed defense? I would send the > great bulk of the Wehrmacht NORTH, and slam through your thin defense there with > the goal of taking Novgorod in summer of 41, and hope to pick off Leningrad > sometime in 42, if not in the winter. I would send sufficient forces in the > south plus the bulk of the air force to take Kiev and keep those expensive units > pinned. I would not consider my line in the north to be thin in quantity. It would be thin on initial mech and AT, for sure. But the forest and swamp hexes don't matter. I have no doubt that largescale attacks on Pskov followed by Novgorod will result in the fall of these cities. If you start in JA41 however, you may find Novgorod a city too far however. If you don't have a large mechanized force in the south, forget coming in. The Soviets can and will chew you up on your initial advance. Worse, they can sit on adjacent to Kiev if they want to, IF they can ensure that you can't blitz them. With MiF this is possible, without its harder to do of course. The counterattack ability is the chief threat in the south at first. If I've secure the front, got the stragglers across the river AND you have a small army facing them, then I know you ain't coming across anytime soon. So after that the AT force will probably go up to where its needed. Just that I *may* have gotten 1 or 2 GBA in the meantime. Let's put it this way, I consider Davis one of the better German players out there and this last game I faced a heavy German force in the south. There's no doubt I got lucky on a few items, but I killed a 9-6 Mech, 8-6 Mech, 2-6 Mech div, and B'd 2 Arm back while still west of Kiev. This won't happen every game, and is much less likely against a German expecting a heavy AT strategy. But my point is that we were both surprised by the Soviet ability to do exactly this and still retreat in good order. > in front of Leningrad (say within 8 hexes or so) is very tough to take when > there are a lot of Russians there. Maybe you're happy with that result - but I > know that the loss of Leningrad will cost you a LOT of production in 1943 and > 1944. You apparently think that I retreat everywhere. I am sorry to have given that impression. Places like Pskov I may retreat, but more likely it will fight to the death. Novgorod will fight to the death. Leningrad will fight to the death. My play sees the northern front (quickly) split up into 2 groups, the Leningrad front (which is going to fight til its conquered) and the Smolensk front (which will retreat whenever its overpowered). > That would certainly set up an intriguing 1942, wouldnt it? Assume that the > Germans have taken Leningrad, Pskov and Novgorod in the north; Minsk and > Vitebsk in the center (and are adjacent to Smolensk); and hold everything west of > the Dnepr save Dnepropatrovsk. Do you turn tail now? Wait for the Germans to > blow across the Dnepr first? Or stack 'em up and fight? If you come at me as you describe, i.e., JA41, heavy Wehrmacht in north, heavy AC in south, I have no doubt that you would take out the following: DEFINITELY: Minsk, Vitebsk, Kiev PROBABLY: Pskov POSSIBLE: Novgorod, Smolensk You have to be lucky with weather to get a shot at Novgorod and Smolensk. Leningrad? No way. Even with the Finns, it'll be secure for the winter. I suppose you could build a German winterized army to fight for this particular objective. If so, I'd pretty much see it and plan accordingly. Forex, exchange some of those pilots and FTR for a fort on Novgorod. These are questions of taste and vary from player to player. I would assume in this game that I held the Ukraine, retreated my factories and stragglers, perhaps launched 1-2 counterattacks and then retreated. So now I'm holding the Dniepr against your smaller army, and the better half of my AT force move up as a flying reserve to overwatch the retreat from Smolensk (which is either sitting tight due to bad weather or started retreating early because of good weather in SO, etc.). So would I hold in 42? Tough call. I have several choices. But what would probably happen is that the situation in the Smolensk front will dictate what I do. If I am holding there, my flying reserve will remain split; I'll hold at the Dniepr. If Smolensk is abandoned, having the 2 fronts retreat in lockstep isn't a bad idea. If I have fallbacks prepared I may have the Dniepr line stay until broken by an OC (or just plain broken). In all cases, once the northern Wehrmacht force fans out behind the Smolensk funnel the 1st Ukrainian Front will retreat to the factory line. The question is whether this happens in 41 or not. Frankly, I'd assume you'll start earlier (MJ41) to have a crack at Novgorod and its surroundings. Or are JA41 Barbs typical for your group?" quote:
Post: Bryce (68011): "> Regarding the Soviet MiF Mech corps, they're dog meat (5 bps for a 3- > factor MECH??). Your proposed builds are frightfully low on INFs and > GARs, so use the bps budgeted for these MiF corps for foot soliders > instead. In any event, most groups play without the MiF corps (using > only the divs), so these weak corps are likely unavailable even if > you wanted them. I agree, most games they are unavailable. But their worth is inconceivable to me. In a heavy AT strategy, a 3-5 Mech across the river adds a -2 on the roll. Sure it sucks. But stacked with a decent unit (forex a PatiF heavy) they can make a real difference. I build them all out (we do play with MiF in the San Jose group) and I relegate them to the secondary theaters and the flanks. The German had better pay attention to your armored fist, and that means the rest of his forces are contending with your second string, the 5-5 Mech forex. And like I said, these boogers stiffen up a river line like you wouldn't believe. One final caveat: the idea behind the heavy strategy is that you lose fewer units because of your ability to retreat in a timely fashion. The idea is that your army is actually in better shape than one composed of more units (but fewer blitzers). > The Soviets should scrap their weak INFs: anything less than 5 > factors (except for perhaps keeping the fast 4-4 INF). Your heavy > ARM/MECH builds won't leave you many bps for your entire INF force, > so might as well maximize your INF strength. Same strategy with the > GARs. This is one of those problems that I have not found a solution for. Many players do exactly this, and hey, if it works then it works so who am I to say differently? But I have found that I don't scrap a one of them. And the reason is yes, they suck, but when running, I vastly prefer to throw a 3-3 Inf into Kiev rather than a 5-4. They cost the same, but the loss of the one does not hurt my on map combat factors as much. Furthermore, I posted a while back all the myriad missions that these 'worthless' units are capable of. Time and again in the late war, as Russia I find my force pool exhausted and I want more grunts. I believe that if I employ a heavy AT strategy and conserve my army, then I will survive til the late war AND have all these 3-3 jokers stiffening my line. And that allows me an operational flexibility that you don't have. > Your builds don't include AT guns. These are good. I'd include them. I've assumed the Russian was unlucky and his initial gun setup included all his AT guns. Thats why they weren't listed. You start with them. > Your builds include no TACs. Not a bad thing since you're on the > defensive and you need FTRs more. Just realize that your dreams of > groundstriking Germans are probably just that. At least early on in > the war. Agreed, you don't get many shots, and they are mainly night missions. As I said earlier, once you have faced a Soviet AT strategy as Germany, the next time around I doubt the Russian is going to get many counterattacks on you because you're focused on it. But it will still slow down your advance. I definitely countenance building TAC. In fact in 42 I think you should start building Lnd3 instead of Lnd2, simply because they are so damned good (and because after their mission they can rebase backwards out of harm's way). In 43 I begin switching over to Lnd2, you only build from the 41-43 pools, and they are all good (some spectacular). Another nice build if you can shoehorn it in (and yes its tough to build all these planes!) are Atr. These suckers on your land impulses (where normally you are reacting to the German) can be instrumental in flying night mission(s) to reorg the 2 flipped units on a front. They are hard to kill, they burn up German Ftr on a front where they already flew, and your HQ doesn't have to flip to reorg, its still there waiting to provide support. Definitely a force multiplier if you can get it. Russia needs a nice army. But her AC dictate her ability to defend and attack. If you don't agree with the above, fine. At the very least, always build lots of fighters. > Consider advance building the '42 Vatutin IHQ. We often don't play with this rule... > To hold a vulnerable/blitzable river hex, use this combination: 1 > Mech div, 1 AT gun, and 1 strong INF/GAR/MIL. The Mech div is nice > to force an extra attacker loss, and deters Germany's use of ENGs. > Defense cost is 8 or 9 bps/hex, and frees your expensive MECHs and > ARMs to defend other hexes or be available for counterattacks. This > assumes the 2d10 combat table. First off, remember that if everybody is attacking across a river, then its extra loss. If some of them aren't then this hex is pretty much had it. I like this, but to me, a 'vulnerable' river hex is one they can paste from 2 hexsides. Assuming stacks of 18 each, with one having a motorized Eng in it and the other just having a Mech div plus corps, the German gets something like: HEX1: 18 CF, +2 blitz HEX2: 9 CF, +2 blitz TOTAL: 27, +4 blitz v. 11 CF, -2 blitz Its reasonable to assume the Germans concentrate their AC here, if they flip all 3 and use ground support they'd have: 3:1 => +6 (at least) flip => +4 blitz => +2 If I faced two hexes like this on the Dniepr I could use 1 OC to pretty much make sure both were toast. The extra loss goes bye-bye because there's no way the German can roll the 13 result, you can only catch them with the 19 (I forget what it is). Plus, this worries me because a Guderian could double 2 of the units in this battle and 6 in some other battle. Multiple perforations in the same impulse is more likely to lead to catching the Soviets before they can run, and (potentially) nailing a large part of their army. Now I would CERTAINLY agree that these 3 units are perfect for a more secure river hex, i.e., only 1 German stack can attack it. Then you are golden." quote:
Post: Bryce (67972): "> Nice summary of the Russian problem and solutions. > Two questions: > 1. With an active committment of Italians, say 4 FTR2 and 2 LND, can the > armored fist of death still function in the Ukraine? SHORT ANSWER: HELL NO! You turn into the Armored Fist of Chickens. What good is it to be a Hero of the Soviet Union if you can't show the medal to your grandkids? LONG ANSWER: A Barb with active Italian support is MUCH harder. The reason is that the German gets to rebase forward his AND the Italian FTR. (A Barb42 in which the German has taken Gib and lent to Italy so they've built 5 FTR and 7 LND3 is much much worse, with the Axis basically getting to do an air the first 3 impulses of each turn (Italian HQ, ATR to do the reorging). Believe me its horrible, even if your Axis bombers can't hit for ****e. Just ask Dave S. So what happens? It means the Soviet advantage of forcing the German to advance into his heavy AT stacks (protected by FTR) can no longer effectively counterattack. Even when advancing the German is better than you are in the air, with more FTR to fly. He still doesn't have his good GS AC up to flip you, so you can still hold for an impulse but that's it. If its a Barb42, you don't want this, because now they will have FTR superiority AND plenty of bombers in range (8-9 hexes) to wallop you good. Some are going to get through and flip key units which will then be surrounded and taken out. You might consider fighting adjacent to the Dniepr then (1 AT unit + 2 crappy ones) in key hexes (they can always retreat. But thats the only place short of the Dniepr (insert river line here) that I would really try to hold. > 2. When people say fighting from the Urals, I do not see the Russian coming > back if the German holds along the Asian Volga (8 hexes) from Astrakhan to > Perm. Do you really mean retreating across the Volga to the mountains, or is going > to the Urals simply shorthand for a rearward defensive line? What I mean is, IF you've retreated in good order (i.e., low losses) then just stacking on the Asian map does wonders for you. You will be able to double stack your front on that map. Germans that push onto the map tend to find themselves surrounded by blitzers who try to GS them. In general, progress is slower. Of course, if your army was torn to ribbons and you retreated, you're still going to have problems. > 3.And one more -- does this strategy envision holding Leneingrad, Archangel > and Murmans, or not? SHORT ANSWER: NEVER GIVE UP THESE CITIES. LONG ANSWER: Regards Scandinavia, if the Finns mass up they can often take Murmansk. If so, cry but relax its not the end of the world. In a way you did your job by removing their HQ and large numbers of units from your immediate problems. Regards Leningrad, you should hold as long as you can at Pskov, you either fight to the death or retreat depending upon the situation. Once Vitebsk falls your northern front begins to split into the 1st Karelian Front (based out of Leningrad) and the 1st ByeloRussian Front (centered around Smolensk). The 1st Karelian has as many units as you can spare. Its job is to hold in the swamp and forest hexes. Consider a fort in a key hex or two. Hold Novgorod at all costs, its the key to Leningrad. Keep a crapper behind the lines to stop the pesky Finn from cutting your rail link. Rail out the Leningrad factory. Have at least 4 oil stored there. The 1st ByeloRussian Front is more mobile (fewer Gar, faster AA, AT and HQ) with the exception of 5- mover Cav, which are in Karelian swamps if possible. After Vitebsk it will fall back to Smolensk. When the Axis firepower against it is dangerous it will retreat again. The German will have a choice: engage the Karelian Front or chase the ByeloRussians (soon to be renamed the Moscovian Front). If they max against the Karelians, the ByeloRussians may hold at Smolensk for some time. If not, keep your jogging shoes on. Rail your good Gar out of Smolensk, rail in a 2-1 Gar if you have it ready (or some equally juicy booger) and fall back." quote:
Post: Bryce (67797): "> Are you really clearing out of the city line without va fight > justbecause GE can get ist army and air into play there? Wish my > opponent would give up that easily! Against an aggressive opponent that is snapping at my heels? NO. Against you I will have to fight in order to give the factories time to leave. Which means you bust the line, I fall back to the factories, etc. and we do it all over again. But yes, once you have broken a line, I will fall back. As long as I've gotten the factories out, its not that big a deal. If Russia has retained her entire factory base but gets pushed to the Urals and Caucasus, she can come back just fine in 44. It can get real ugly. Now, if I were facing a German who wished to slowly advance and consolidate their acquisitions (who knows, perhaps they are doing combineds even to sink Brit shipping?) then I will often fall back at the first opportunity. Why not? Am I going to get a shot at killing some units? No, they're set up defensively and have more air. Am I going to get my factories out? Yes. Am I going to get my slower units out? Yes. With the aggressive German I have no choice: stay = DIE. With the passive German, to stick around his front line for any reason = WHY? I will lose AC and land units by attrition. Which is not to say that some key hexes like red factories and resources would have unit(s) on them for the production bonus. Given a passive German Barb and a rapid Soviet fallback, I lose the production bonus for attacks but gain over 100BP (when you include LL) in the first year. You better bet I'll do that. But stick around? Why would I do something that complements the German strategy of a slow Barb? Now, having said all this, I'd have to start out the game assuming you're doing an aggressive Barb, so I would build and place my units accordingly. I would then retreat, employing my heavy arm/mech/AA/AT units etc., to the next line, etc. as described above. But if you switch tactics on me and go slow, I'd switch tactics as well." quote:
Post: Bryce 67800: "> As I've stated before, I believe that a lot of ftrs are a liability > before the front solidifies. Certainly, the strategy of retreating in > front of a GE advance will come to an abrupt stop if you USE ftrs a lot. > Or you lose the critters to overuns. > Secondly, the oil 'problem' is a chimera: it doesn't exist if RU > retreats back to the Urals. What I've done in the past which works is: 1) early on, Russia only flies Lnd3 and Lnd4. These can fly missions and rebase far back. 2) I build plenty of Ftr, you cannot have too many. Why? If you build lots, the German attack is correspondingly slowed. Now suppose the German builds up and slams your line finally, and both of you fly lots of planes. Well, first off, its harder for the German to make headway since there are more Soviet FTR. He's still superior in the air, but the Soviet forces fly over friendly hexes and enjoy the bounce (Bf-109's cannot say the same when bouncing Sturmoviks). What I have found is that: + my Soviet FTR retreat as far as they can (4-5 hexes for many) and land in cities, etc. + the German used more AC to counter the extra Soviet AC, so their followup attacks are not as strong. Finally, remember that as the Russian, you DON'T have to fly all your planes. Just fly some. If he flies enough to do overkill, sigh and cry. But later that turn you'll still have plenty of FTR ready when he's scraping the bottom of the barrel. And that pretty much ends the flipsville festival. Varying your techniques amongst the above will allow you to enjoy a large air force without getting them overrun very often. Of course, it helps to build your land force as well...in my games a heavily mechanized Soviet force can do a slow retreat (and protect those flipped planes) even when faced with the cream of the Wehrmacht." quote:
Post: Bryce 68032: "> Reorganising with an ATR? I would assumer: > - flip (if it is a problem) occured in frontline > - GE FTR is within interception range > ergo an ATR reo is an unhealthy proposition. (Only advantage I can see > is that it might delay GE a bit - as it might have to bring up one more > ftr. and perhaps can bomb one fewer hex.) The above assumes a couple things which you find on the front. Germany just succeeded in some ground strike, but was doing other things with their other air missions. Suppose 2 ground strikes, perhaps 1 rebase and maybe 1 mission given to the Med. Your ATR flies at night, escorted. A DX result will result in a dead I-16. At this point, a 5- factor Me-109 has a good chance of clearing you. Granted that the the bounce will hurt, even if its down a result. I try to build one Russian NF for the express purpose of escorting that critical night-bombing/ATR/paradrop/air transport mission. IF: - the Germans have multiple faceup FTR in range (possible if this front has been static long enough for them to rebase forward) <OR> - Russia doesn't have enough FTR to escort this and still provide some air cover - You have to escort with your FTR while the German can elect to intercept (or not) THEN no, this might not be a good idea. I'm sure there are more situations where this is true. That being said, if you are prepared to do this you can sneak the ATR in more often than you think. Reorging a key hex or a flipped AA/ART is a nice thing to be able to do." quote:
Post: Bryce 68034 : " >Fly 2 bombers at 2 of his front hexes< > Which bmbs? I thought you didn't build any? Or do you advocate doing > this with your LND4s? How many bombers I have depends upon when they come in. At start you have what, 4-5? As to whether you build AC as Russia pre-Barb, thats a matter of choice for most players. Most of the time, its not worth it to send in a bomber to change a +15 to a +14 attack, in my opinion. It does make sense to me to try to change a +10 to a +9. So I don't see my bombers flying all that much until I get into a 'key hex' situation. At that point, yes, I will try something like the above. With regard to being on the retreat, *sometimes* its possible to fly a night bombing mission against a German spearhead with rough equivalence in the air. I will often consider flying one bomber to do exactly that, and I am willing to fly them on unescorted night missions. If this pulled off the only FTR and I get through AND manage a flip or two, this leads up to a counterattack. The German can fly in ground support himself, but if its unescorted he may be flying at night as well. If the above situation existed but it looked like it just gives the German a chance to rebase all his bombers that particapate in the mission (say we're close to end of turn) no I'd probably forego it unless the target were completely flipped, i.e., I got really lucky. I will rarely risk a TB-3 unless either the situation is desperate or the chance of balling up the German move is too good. And then it will almost always be a night mission. And yep, even then, sometimes they die." quote:
Post: Bruce (67973): "> > My inclination is to be mentally prepared to retreat but to see how > > it goes. Furthermore, my inclination is to mass all my arm/mech > > behind the Dnepr and to make it a pain for Germany to get across > > . . . . > > Nothwithstanding your caveats (most of which are subsumed by the > hypothetical I posed), I put you in the stand-and-fight camp. I'd be > tempted to run, but fighting is a valid, and certainly the most > common, defense. There are advantages and disadvantages to either > strategy, which we have already discussed. > > I'd be interested in hearing from Bryce what he would do as the > Soviets in the above situation. Assuming I understand the setup: 2d10 combat MiF = yes Germans have superiority but not markedly so No significant Italian air force 1 German, Soviet OC ============================================== IF THE BYELORUSSIAN FRONT IS DEFENDING SMOOTHLY, I think I would station 2 HQ in the south behind the lines (forest by Kharkov?) and make the Germans blow their chit to dig me out. In this case, I really want that OC burned and gone. There's a good chance I'd have a fort in the south somewhere. The forest hex or 2 sides of Dnep are a good choice. As Russia I often (not always) spend on 1-2 forts somewhere. But not always. Let's assume that I did NOT this time. To hit most of the line they'll have to take out the western forest hex, which would have some good grunts in it plus an AT. Without that much of the line is out of bounds. That ate up 2 impulses. After that? If they try an air/land w/ OC combo, my HQ would probably be used to reorg on my turn. 9 reorg should get my army back faceup, plus gets some key FTR ready to defend the line. On the OC, the Germans will fly 3-4 missions, say 3 because 1 will be an paradrop. I should have enough to cover these and skedaddle the planes back to the factory line. So figure the Germans flip a key hex and blast it. If they flip 2 key hexes and blast one, I have to retreat with everything that is left. Hopefully the flipped units can be mated up with crap and not surrounded. If just one hex is nailed, then I should be able to retreat in good order and the heavy AT strategy comes into its own again. If they just go for the land OC breakthrough, then I might consider counterattacking with Zhuke the Duke. What really scares me more is if they do a land/land w/ OC, or even use a land/land/land w/ OC late in the turn. At this point, significant parts or the Red Air Force have flown and are face down. At this stage you can wind up with serious flippage and a retreat disaster. So late turn I may even consider burning my OC as a super or something else just to reorg the entire air force and troops. To me this is the worst tactical problem; incremental flippage followed by an OC. ============================================== IF THE BYELORUSSIAN FRONT MORE CLOSELY RESEMBLES COMMANDER ADAMA FLEEING THE CYLON TYRANNY, then the 1st Ukrainian Front better be packing their bags. Its often possible for some fast German Arm to surge south around Gomel and start to shaft you easy, it can happen in 2 impulses (just imagine a flip-flop under these circumstances). In this case I would flee once the Germans have air superiority, and retreat to the factory line. Most of the armored fist would position itself north of Kharkov, around Kursk. ============================================== IF THE AXIS DO A MAX ITALIAN AIR FORCE, I'm retreating period unless my I-16's shoot down enemy AC on a 3:1 ratio. Otherwise you will be subjected to 2-3 Italian air impulses in a row while also facing repeated German land impulses. The Germans won't be flying their bombers either, just rebasing them forward. Once the Italians run out of planes the German Stukas will fly unescorted (no Russian FTR left faceup). I'd rather pull back hopefully far enough so that the Italians are out of range for a while. Problem is, you have to fly *some* units just to get those Axis FTR flipped. Another reasons night missions are so critical to Russian survival. The only bad thing for the Axis on the above is that it BURNS OIL like you would not believe to keep that air force going. But we can assume that they saved enough, and it don't matter if they run out but kill you, because you have oil wells they can then take out. Just my $0.02." Edit: have split the text into the individual posts for easier reading.
< Message edited by npilgaard -- 8/17/2007 11:58:13 PM >
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Regards Nikolaj
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