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Strategiclayabout

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Everything posted by Strategiclayabout

  1. Things sure are becoming interesting with soviet forces concentrated in the north and south. Seems the center is wide open and you'll be able to put pressure in the back of Kiev very soon. Have you considered some kinf of mobile defense around Rovno and Vinnitsa to suck in the Reds while advancing on the flanks ? * Nice job pushing Finns in Karelia: looks like there isn't much Reds before Leningrad in the area. You still have some time in summer and I suppose Soviets won't be able to be that strong later on with all those costly counterattacks. That said Stalin sure knows how to use those worthless political op... er... I mean divisions to take casualties and shield main units . PS: welll done keeping a german strategic reserve in the Reich
  2. Thanks for previous answers . Yes losing that panzer in the south will hurt during long 41 summer but look at the good side: you've glued a lot of Soviets in the south. That's one of the reason advancing on all 3 fronts (north-center-south) is a good strategy: there is always a weakness somewhere to exploit. Also organizing those offensives in Ukraine should be quite costly for Stalin and with all those l-tanks in the north you now know where most of them are. * Looking at your northern pic I see you refitted many land units to elite level. I suppose taking Pskov is your objective but avoiding frontal assaults won't be easy.. On this front I usually like to advance fast on Riga-Tartu-Rakvere-Narva. Narva provides a supply 6 source close to Leningrad and in the back of the Velikaya line. Well in your situation maybe you'll have a chance to ake big gains towards Moscow even if you're slowed down towards Leningrad.
  3. Hahaha enter the magic carpet roll ^^ ! That's interesting to see you shift 4 panzers to the north. Problem with Riga/Minsk is the more you wait the more it entrenches. It's possible to capture Riga on turn 2 to speed up the advance but it depends on your moves on turn 1 and how Russians defend. Being able to use those two bombers help a lot there though one is too far at start and fighters arn't in escort range (it's rare to see red wings in the area but you never know). * In the south debates are still open about some points like where to push panzers and/or use artillery but you're right it's better to encirle Odessa before attacking most of the time. Rolling panzers full speed towards Kiev along the northern railroad still has my preference because it's shorter/straight forward but you're doing well starting a Vinnitsa-Chisnau pocket . Nice job stomping on a soviet HQ, keep it going ! Good move to upgrade those romanian corps too, will save MPPs/casualties in the long run though the cost is high early on. * I don't see Hungarian or bulgarian HQs around to help provide more supply, any plans for them ? Also Gemans lack fighters at start so I tend to upgrade/reinforce italian/romanian ones quite early to help escort bombers. (I like the finnish one alot because of its elite step and good HQ, always nice when AGN approaches Leningrad) Care to share your strategy for unit production and tech investment ?
  4. Oops made a mistake with Riga MPPs I think it's 20 not 16 since it's a liberated capital (2 x 10 at max) so 46 MPPs and even more reasons to go for it ! True about counterattack but if they're done in low or 0 supply and without supporting HQ Soviets will kill themselves for you with atrocious odds . I consider you can lose some time and forces early on because Germans can't go much faster than their HQs anyway. As you say we'll see .
  5. Hi both of you , Glad to see you back for new adventures ! Don't worry about unfinished AAR: it happens. * Leningrad Got a slightly higer MPPs count for northern option with 42: 16 (Riga) + 16 (2x8 Leningrad) + 10 (Helsinki going from 5 to 10 supply with railroad to Berlin) On the good sides you can add Baltic States supply sources can allow 10 supply for german HQs at max capacity (towns to 6) while Soviets are limited to 8. If you take some risks/do well engineers won't have the time to do much before you reach Leningrad. Moscow I still think advancing in the center (even if you don't capture the capital in the end) is a major objective in 1941 because it's when you can grab the most ground. The marshes don't need that much units to keep partisans at bay (buy more GAR early on including italian ones if you think you'll lack units). It will also make the fall of Kiev easier with pressure from the north though targeting soviet MPPs in the south remains a possible strategy. First turn Trying to encircle/cut supply/railroads to more units on first turn so you can destroy them below 5 supply on following turns would help Germans a lot in the long run. Here many soviet air units, l-tanks and HQs will be able to escape while most armies you destroyed will cost less time and MPPs to come back. Air units only need 1 supply to move and they have long movement ranges so they can escape pretty easily if not destroyed on turn 1 or left at 0 supply. * You can take a look at this thread where some encirclement options were discussed (you even have some pics) : http://community.battlefront.com/topic/117599-first-turn-in-the-north/ Wish a fun game to both of you !
  6. Hi steelwarrior77 , Allies have various levels of commitment from the start: UK: will stay in the war a lot longer than the others even if you go a bit wild. US: will get out quite fast whatever you do. FR: moving units away from Odessa will take them out very quickly (around 10 turns). * All those countries have nearly no offensive units or artillery to deploy, only divisions and planes. UK has a freikorps by event and a persian cavalry corps to buy but that's it. Their main power is diplomacy and to some extent income (MPPs transfer/events to help Whites). * That said there are some tricks you can use to have more flexibility: 1) you can focus their ressources on diplomacy to get 1 or 2 minors on your side. (Romania/Germany will be french controlled, Norway will be UK controlled and their units will benefit from Allies tech/research) 2) you can disband US and FR land units (even some UK ones) to gain MPPs and buy more diplomatic chits. (disband them on high supply tiles to get more MPPs back) 3) if Whites invade Ukraine before USSR France won't land in Odessa so no french units available. BUT that also means no ticking clock for France withdrawal so more time to play diplomacy. 4) you can transfer units in the north to the south in one turn using naval loop to the Med (map data is wrong as it shows several turns for the loop) * It's far more interesting to get Romania in than trying to use french units for a limited time as Bucharest brings 1 HQ, 1 artillery, several corps and 1 or 2 divisions. Hope this helps ^^ .
  7. You're welcome , My bad as I thought your main problem was OE late entry instead of russian trench tech but there are still ways around. LAST STATEMENT I do think chances are more or less equal in CtA. My comment about CP was more like: "you're the attacker so you have the initiative" (to decide where the game will go). * EAST After the Lodz move it's true Russians receive many corps and can stall CP on the Warsaw line or a bit ahead. However Russians can't cover the whole front despite their numbers. You can have some kind of mobile warfare in 1915 but you need to create it by forcing Russians to leave their trenches and redeploy. 1) always keep at least one artillery in the east and try to destroy 1 russian corps per turn by concentrating attacks (at that point you should have shell production 1 so 2 shells per turn meaning even trench lvl 3 won't last long on a clear tile vs german better stats) 2) use a second artillery to reduce important targets in range (fortress/city) and/or rotate it with the other one when needed (the idea is to have constant pressure to keep the initiative and manage russian numbers) 3) then use your strategic mobility to attack where russian lines are thinner (usually Russians can cover the whole polish front but there will be holes in the Baltic States) 4) amphib on russian ports can also help to stretch lines a bit * SERBIA In my opinion it is worth it to spend those MPPs early on operating german units because they will get good results and even experience. You only need one german HQ and two infantry corps to capture Cetinje then you can move them to main serbian front and to Italia or OE in the future. German artillery can help not only for Belgrade but also for the mines and second serbian capital and it can mix with german units from Montenegro. At that point you will have one HQ two corps and one artillery meaning you can even have two more german units around if needed. I see those units as some kind of a "shock force" that will move a lot so it's like making necessary efforts to create a strategic reserve early. (it's possible to operate all those units on turn 2 without hindering your efforts on other fronts by planning moves a bit on turn 1) Yes it won't stop Russia by itself but it will make CP life easier in the long run. * WEST Haha yes made some bad somes there too in some games and that รน^$* summer mud doesn't help when it happens ! Usually moving units adjacent to Belgians and occupying Messines ridge is enough to avoid trouble at Ypern. But there are other possibilities including a clean cut to Calais port on turn 1 with a chain of forcemarch units. (however you need the 2 deployable cavalry at start plus 1 corps already on the map) * Add a blocus of Oostende/Anvers ports by german fleet on turn 1 to block naval transport. (sure you'll take 1 or 2 naval losses but nothing big if you retreat on turn 2 after bombing Oostende) That will force ENT to make difficult choices as it will block french units from forcemarching to Ypern on turn 1. (and the wall of ZoCs will create trouble for both belgian and french units) If Belgians try to defend they risk being completely destroyed and if they fall back to french lines Belgium will fall faster. * Another thing to consider is where to defend/entrench for Germans and I think the line between Sedan and Calais is good because: 1) there are a lot of hills (forcemarch a line of corps on turn 1 then entrench) 2) all tiles are on railroads (meaning high strategic mobility) 3) close to high supply centers 4) the front is straight with no salient to defend and even one more tile than EN line 5) the coastal tile is a town reducing effect of naval bombing for Germans The bad side is french northern mines are on the frontlines. * About the gap thing in Alsace-Lorraine at start it's all about balance between tiles you need to occupy (usually in front of Verdun) and keeping some space to allow easy unit upgrading later. * RESEARCH PRODUCTION DIPLOMACY Well diplomacy chits are mostly if EN threatens Holland, at worst you can even take the NM hit for Norway. I agree research plan can be hard to follow but you can delay a bit to reduce early cost below 500 MPPs. (invest usual 1 chit in infantry but only 1 in shell production plus 5 in trench and you already have 1 in industry) That will save 450 MPPs or more than enough for a new heavy artillery unit plus some spare change. The goal is to start the research so you benefit from it each turn in critical areas even if you're not at full capacity. Germans receive a lot of reserve corps early so don't burn MPPs to reinforce badly damaged ones (5 and below): just move them to the back in good supply and replenish them later. * OE As you say but as OE will always be in trouble whatever you do some turns won't make a big change. True the Sultan Osman is more a liability than anything else because of its cost and possible NM hit if sunk. That said with some air recon having a BB around can help set up an amphib operation vs Odessa or Sevastopol. Other than that you can shield OE troops with some Germans the time to invest in tech and some units (need bulgarian railroad of course). It's also possible to consider refusing the Von Sanders event to speed up german investments but you better be ready to support OE later on. * Stockpiling MPPs was a funny way to say it I agree but that's the only way to invest 125 MPPs in infantry when OE is at peace haha. I suppose investing in industry instead or detachment to cover vulnerable spots are also possible and even trench despite the 75 vs 50 MPPs cost. Regards (of the same) Kind Strategiclayabout Well I suppose we can try a CtA game at some point with you on the shovelling side ^^ .
  8. Strategiclayabout

    Feedback from a multiplayer game

    Hi steelwarrior77 , Not sure if it was designed like that but it makes sense as it's equal to Germans' armor pool full capacity: 10 panzers in normal campaign 7 more named panzer corps in the force pool (not available with hard builds option in normal campaign, available at extra cost with soft builds) 1 romanian tank corps total = 18 * For unit numbers it seems ok since Germans have more MPPs they can buy a lot of divisions early (only 2 monthes to produce). There are also some GAR units (only 1 month) and the cavalry unit (2 monthes) for around 21 units if I'm not mistaken. Germany also has 15 units in the production queue at start scheduled to arrive in the summer. Some units with 3 monthes production delay can even arrive arrive at the end of September if bought in June. * So it's 84 german land units at start + 4 for Hungary + 8 for Finland + 15 in queue + 21 with short production delay = 132 (not counting Italians). Then you have those extra 8 panzers for 140 and 8 more else (probably corps). Panzers have a 4 monthes production delay so I suppose extra ones come as bonus reinforcements in the PQ (or maybe events) as well as those extra 8 units. So overall for max difficulty level those numbers arn't that incredible . Hope it helps !
  9. Hi Furchtlosundtrew , From what you say I think the problem is you/CP are too agressive in the West in 1914. There are several moves possible in the east with german deployable units at start: * EASTERN MOVES 1) You can wipe out two russian corps in the Baltic States and capture the empty city in the rear with a cavalry raid. That usually forces Russians to burn MPPs operating units to cover vital areas in the back and/or to retreat. It's a deadly move but has one weakness: it extends german front and leaves Russians free to organize in Poland. 2) You can also attack in western Poland to capture Lodz (the city west of Warsaw) and protect Silesia while anchoring AH flank. That will shorten the front and make a later assault on Warsaw easier while even allowing AH to attack a bit south of german forces. * SERBIAN MOVES At the same time you can focus on depriving Russia of some serbian MPPs: 1) It's possible to take Belgrade in 2 turns if you deploy 2nd AH army against Serbia (quite certain if you also send german starting artillery there). That will make it easier for AH to manage that front and go for serbian mines and 2nd capital. 2) You can also target Montenegro as starting two AH corps in the south are where they need to be. With forcemarch you can isolate MNT capital then operate 1 german HQ and 2 corps there to finish the job next turn. 3) Here you have to know MNT is a bit special as you can collapse it if MNT hasnt 2 of its own units inside its borders when/after you take Cetinje (the capital). That usually means EN player has to give the russian event HQ to MNT to avoid that early collapse. 4) The collapse of MNT also forces Albania to remain neutral meaning AH navy has far better chances to defend Otrante straits in the Adriatic. That leads to completely different strategies including vs Italy later on. you can still DoW on Albania but there is a diplo cost (losing some OE mobilization around 15% I think). * All in all you capture no NM location in Serbia but between MNT capital and serbian mines alone Russia loses 10+15=25 MPPs/turn vs Dardanelles trade of 30 MPPs. Plus AH gets 8 more MPPs/turn from Belgrade (Russia loses nothing there since serbian 2nd capital generates 16 MPPs again). * WEST All those moves need you to weaken the push in the West but in my opinion you only need one of the 2 deployable cavalry there to grab Lille and nearby french mines in turn 1. Don't advance too much, concentrate on taking Belgium and MPPs locations (Lille and mines) then entrench to avoid french counters. Isolating and destroying belgian units should be your goal as once they're out they won't come back as long as you control belgian territory. * RESEARCH & PRODUCTION With that you also need to plan your tech/unit spending. Usually a good early combination for german tech is: 1x125 infantry (as soon as possible = turn 1) 4x50 trench (5 is possible but you'll have to wait for a hit to buy a third chit in shell production because you'll be at 950/1000 max research) 3x125 industry 3x100 shell production (total 1000 for max research) Then disregard buying back lost infantry corps (if any) for now and concentrate on producing all remaining german artillery. That way you'll have enough MPPs and shells to upgrade units and sustain your offensive in 1915. * To help AH you can take a turn of german income to produce detachments: entrench them on italian border and it should be enough to buy time. As Bill said diplomacy can be dangerous so keep an eye on Entente activity there (MPPs stats screens) especially for Holland/Norway/Sweden in that order. Other options with spare MPPs include upgrading starting german lvl5 HQs to 7/8. * OE It isn't that bad to have a delayed OE entry though it gives more time to UK. Because it will also delay caucasian entry for Russia including a good HQ and an artillery plus a 2 corps redeployment event. Plus it will give CP more time to get Bulgaria in and clear the serbian railroad to OE. And while at peace OE don't have to worry about defending weak points to they're free to stockpile MPPs to produce detachments or invest a bit earlier in tech. * Well SC WWI campaign has a lot of possible outcomes and tricks, that's what makes it great. I can't cover everything so you'll have to adapt and try things to keep your foe out of balance. Just remember that as CP WWI is usually yours to lose (though Rafal is a very good player) ^^ .
  10. Strategiclayabout

    First Turn in the North ?

    Now to the south where I'll only talk about Lviv area since there's no panzers further down. Same strategy as in the center with a giant encirclement denying supply sources to trapped units. There are two main possibilities here: capture Lviv first or encircle units first to avoid retreats (red moves 3, 4 & 5). It's up to you to test both and see what you find better but I usually prefer to block retreats first. 1) A move designated panzer on the free tile near Lviv and attack the division there B it will either defend or flee if it defends the second panzer strike usually kills it C if it survives finish it with Luftwaffe as it's a critical tile 2) A move second panzer unit in the empty town and attack the soviet HQ B it will also defend or flee if it defends the second panzer strike will usually kill it C if it flees don't use Luftwaffe on it (yet) as you still have a chance to bag it with other units 3) A move elite corps on the right wing near low supplied red army in the western woods B attack with that elite corps to reduce the army and ensure a 1 strike kill for remaining panzer C if the army retreats use other corps/Luftwaffe to finish it * 4) A if the army doesn't retreat crush it with your panzer first strike B then roll it in the gap all around Lviv to the east C if you can't reach the woods because of ZoCs just cross the river further east (or even to Buchach town but you'll need more units to close the ring int he north) * 5) A complete the encirclement by moving/forcemarching units in the north B that can be tricky if you don't use the good sequence of moves or if you used too many units in the center C at worst you can kill planes (especially the northen fighter) to reduce the ZoC problem a bit and gain some APs ^^
  11. Strategiclayabout

    First Turn in the North ?

    Now that we've crippled soviet HQs in the area next goal is to take Bialystok. As said above things can go wrong there is no perfect plan so you'll have to adapt depending on combat results. Moving/forcemarching units before combat can help negate some retreating pathes but it uses some units you may need later on. 1) A use remaining panzer north of the town to attack army in low supply to the south B advance panzer to destroy fighters behind it C use adjacent elite german corps to finish soviet army if it survives * 2) A move that german corps in the back forward to eliminate remaining fighters unit near Brest-Litovsk B that also allows Germasn to control crossing points on the Bug river C if needed bomb any of previous attacked units with Luftwaffe to finish them * 3) A move panzer adjacent to the fortress on the tile where soviet fighters were B widen the gap by eliminating the bombers then nearby army C finish that army with german corps north of Siedlce if it survives * 4) A move remaining panzer near Bialystok and hammer the division in it B here things can go wrong as the soviet division can retreat in a bad spot (blocking the town with ZoCs) C you still have a chance to kill it with Luftwaffe but at this point it's down to your luck * 5) A attack the remaining soviet army west of the pocket with adjacent german corps B move that german corps in Bialystok to capture the town C force march german units (usually need two) in the back to close the ring northeast of Bialystok
  12. Strategiclayabout

    First Turn in the North ?

    There is no definite answer to that because of random retreat moves and combat results. Several strategies or move combinations are possible depending on what happens. * Here is one of them for the center: First the southern pincer 1) move that GAR unit to take control of river Bug banks 2) roll your southern panzer all around Brest-Litovsk 3) eliminate fighter unit and reduce nearby HQ Second the northern pincer 1) move designated panzer east to recon/cut railroad 2) attack soviet HQ if you're lucky you'll destroy it with 2 strikes 3) now you should see a big pocket coming
  13. Strategiclayabout

    First Turn in the North ?

    Hi Fintilgin , Maybe something SCGC team can improve for next games as you're not alone saying that it seems ! Well enjoy FM as it will open a new world of tactical options in your campaigns .
  14. Strategiclayabout

    Infrastructre Tech

    Hi blah367 , Just to be sure I'll also say you can use forcemarch to double your units AP. Never know as several players said they didn't know about it lately .
  15. Strategiclayabout

    Infrastructre Tech

    Hi blah637 , I'd add that if you want improved movement in China the tech you need is motorization (+1AP).
  16. Strategiclayabout

    HQ distance of control question..

    Hi silvercourage , 1) HQ distance attachment: If I remember well HQ attachment isn't 5 tiles away but 5 AP away (unless Robert Carver changed supply/HQ rules or something). So in a way you're correct saying mountains block it because given AP cost of mountain tiles it's hard to extend supply/command through them. * In your screen the only road that would allow you to attach that US div where it is cross Switzerland but as it is neutral terrirory that won't work. From what I see Milan won't be close enough if your HQ doesn't move: your US div will have to be on one of the two mountain tiles to the west or northwest. * 2) HQ command bonus: Short answer: no attachment distance doesn't change combat bonus from HQ. Long answer: but as you noticed far HQs = less supply meaning lower unit stats (morale/readiness) meaning lower combat efficiency. * 3) HQ steps: Short answer: no 5 or 10 steps HQs doesn't matter for providing combat bonuses. Long answer: same as above because of reduced supply for attached units (unless units have another supply source of course). Pus reduced HQs will obviously lose experience stars when reinforced meaning less combat bonuses for attached units.
  17. Strategiclayabout

    First Turn in the North ?

    EDIT: ah so you found it already congratulations for your first Riga pocket but remember to keep your supply lines guarded ^^ . And yes sometimes your infantry guys will just say: "go yourself man" . Anyway some more things to think about: 0) retreat moves can mess up the best strategies so it's better to surround important targets with controlled tiles before attacking (that said you can use retreat moves to your advantage as fleeing units will move through easier tiles = a clear one vs a forest) 1) crossing river tile borders into enemy territory (red tiles) will cost you 1 more AP (that's why in the turn I sent you I move that GAR unit near the river south of Brest-Litovsk before moving the panzer around the fortress) 2) upgrading one of german lvl6 HQs in the north to lvl9 before attacking is an increase of 50% efficiency (for only 45MPPs) (so attach your panzers and elite infantry to it to have better combat results and less casualties) 3) in the center you already have Guderian lvl8 with 1 full experience star for the 3 panzers there (you can move Guderian a bit to the south to be able to attach the 3 other panzers there but you won't gain much vs lvl7 HQs with 1 full exp star) 3) by killing some easy units like planes with that upgraded HQ's units before using panzers you can gain half an experience star (meaning even better chances for your panzers and with 4 of them in the north it's snowball effect to provide more exp for your HQ) 4) panzers have 2 strikes so try to have several attack options after moving not to waste one strike just in case you get a 1 hit kill (sometimes it's also better to "waste" that second strike and not attack if your panzer took high/unlucky damage with the first one) 5) about killing units there are priorities early on: Planes: they won't retreat so no bad surprise when you attack them, at worst they'll play heroes and survive with 1 step needing 1 more strike to finish them however they only need 1 supply to fly away on soviet turn so unless you can make sure they'll be at 0 supply just kill them all having them destroyed in low supply will maintain Luftwaffe superiority longer but even if detsroyed in good supply (putting them at half price) Soviets will have to buy land units first so planes will be delayed anyway HQs: most starting frontline soviet HQs are atrocious between lvl 3 and 5 so you can just roll over them if needed even if Stalin buy them back at half price it will cost some MPPs and one turn to upgrade them do decent levels killing them right away will also destroy supply and command bonuses for attached units also even if you kill a lvl9 in low supply the commander will "escape" and you'll be able to upgrade a low level HQ to 9 the nex turn killing HQs in low supply can still be interesting (3 monthes to produce vs 1,5 month) but benefits arn't that big L-Tanks: can be destroyed in good supply as USSR can't buy them back so you can eliminate them to create gaps for encircling other units that said they are easier to destroy at 0 supply without an HQ backing them but even with 1 supply they have good defense and mobility plus 2 strikes and demoralization so better be cautious around them That's it !
  18. Strategiclayabout

    First Turn in the North ?

    Hi here is the MP file : http://www.filedropper.com/barbarossapockets * And my bad I assumed you knew about forcemarch ! Thanks Accoma, I'll add a screen to help a bit more: 1) left click on any eligible unit as said above supply 5 and not adjacent to enemy forces 2) left click on the white man and arrow in the upper rights corner of screen/menu (you'll have doubled movement but forcemarched units can't enter enemy controlled tiles = red ones) 3) left click to move your unit where you want
  19. Strategiclayabout

    First Turn in the North ?

    Thanks Czirr , Just keep in mind those big pockets arn't always the best thing to do as they can be quite troublesome to deal with. Forcemarch take a heavy toll on your units stats so it's better to avoid it for main ones like panzers. The more you keep units in pockets the later you'll face them deeper in USSR but it will tie down some of your forces. * One other thing to consider is killing HQs first reduces a lot combat efficiency of encircled soviet units. However that also means they die in good supply and will come back quicker. That said most of starting soviet HQs are low level (3-4) so you can consider just crippling them so they can be destroyed in low supply next turn. * Anyway I can send you part of a first Axis turn as a MP game so you can see the replay of various moves if you want to take a look .
  20. Strategiclayabout

    First Turn in the North ?

    Hi Don Czirr , Lots of combinations possible on first turn but with the good movement/combat sequence you can get it done (see screen below). Of course you need some luck here and there with rolls plus uprading one of starting lvl6 german HQs to lvl9 in the north. The trick is to cut railroads in the back (forcemarch) and eliminate supply sources (kill or reduce HQs) for turn 2. Without HQs and high supply soviet units won't be able to move/escape or reinforce much plus they won't come back for a while once out. * Also destroying air units is quite easy and will also clear the path to advance further. You can also avoid some enemy ZoCs with panzers as hidden units won't project any. Of course ambushes can happen but on turn 1 many soviet units are reduced and won't fight back. Use Luftwaffe only to finish 1 step units after unlucky rolls or to finish units retreating in bad spots. *
  21. Hi everyone , After reading all those great AARs, I've decided to try one too using the Bagration start. Why Bagration ? New campaign, no previous AAR and "short" length. Axis: Strategiclayabout USSR: DeNatt Main settings: AoC 1.02 (no hotfix) hard builds on & FOW on (updates will probably be slow at times since english is not my main language, I'll try to have many pics and keep sentences short ) Not sure how it will work but I intend to cover the whole front (at least for the first few turns) using 4 pics per post, one before action and one after for 2 nearby combat areas. I'll also try to throw in unit names here an there for "historical" flavor. Hope you'll enjoy it !
  22. Strategiclayabout

    How to target ships in ports

    Just an idea but do you have Fog of War option ON in that game ? If by some chance it's OFF well you'll get that kind of result for sure .
  23. Strategiclayabout

    1944 Bagration - AAR

    Thanks for reading Rosseau golad you enjoyed it , Well it depends how you play as Germans and which campaign you start I suppose . Those are also "difficulty" levels in their own way: 41 advantage Germans 42 small advantage Germans 43 small advantage Russians 44 advantage Russians difficulty will give AI a strategic advantage (better calculation/routines/coordination + some more MPPs/units) AI will target your weaknesses better exp will give a tactical advantage (thougher, better combat results) you'll have to concentrate more on your objectives = more heroic defenses and slower german advance intermediate +0,5 won't change a lot at start but you'll see elite russian units/steps more often and sooner with HQs piling up exp faster so it plays more in the long run (only my opinion) Just try advanced + 2 exp for a few turns of Bagration as Germans you should see a difference and feel the heavy pressure of summer 1944 in the East .
  24. Strategiclayabout

    1944 Bagration - AAR

    So to sum up some things: AXIS Germans should disband all research chits at start (precious MPPs reserve given violence of USSR first strike) chances to get a hit on lvl 5 techs are super low and will only happen late. Germans have a lot of ground to give in the north but deciding the best moment can be difficult. In the south fight a bit to gain time and reinforce defence of Romania. Germans should keep producing units especially artillery/AT & infantry div/corps to stuff the lines for later when the front shrinks. Germans should be cautious with their panzers as given the cost it's easy to burn them down and not being able to get them back EVER. Using Carpathian Mountains to defend with few units is a must but keep the passes guarded ! Fortifications (one corner to have more) should be built around Bucharest Warsaw or Berlin depending how well Axis is doing. Don't spend too much on Luftwaffe just keep some fighters able to intercept (don't buy elite steps). Think well before operating units to the front as it will eat up MPPs quickly better fall back and produce more units. Of course try to avoid destruction in low supply as much as possible (production price an even more delay are critical here). * USSR After first push USSR should target Romania and its oil fields as quickly as possible (less MPPs for Germans, extended front, romanian units out). Finland isn't worth the trouble if Germans decide to defend it though it allied units cost more, there isn't much to gain there. Paradrops can be a decisive weapon, especially vs Romania or if Germans defend too long in Belarus or leave critical tiles (supply/railroad/town open). Don't get drunk with your own power/superiority, concentrate, overun and only use frontal assaults to break german lines then push forward. Hammer german allies (especially Hungary/Romania) whenever possible as they cost more to reinforce (debatable for Finland as said above). Use mobile divisions to cut railroads/supply in the back of strong points once breaches are created. I probably forgot some things but that's it .
  25. Strategiclayabout

    1944 Bagration - AAR

    This is the end of my Bagration AAR, I hope you enjoyed it despite the very long gap between the two parts (sorry for that) . I'll add one last message later after that part to sum up various things about the game, thanks for reading ! 20-30 March the last battle After those three monthes of carnage in terrible weather Soviets coming from Radom managed to reach Warsaw suburbs on the other side of the Vistula. They also had captured most of the woods west of Siedlce opening another path to polish capital while threatening Elbag on the prussian coast. The stage for the final battle was set up as Stavka concentrated 3 tanks & 3 mech in the Siedlce area to break Germans once and for all. On 20 March 29 corps was caught by surprise but bought enough time for AT units on the other side of the river to make a stand though not many men survived. * At that point of the conflict with pressure continuously increasing in the West Germans lacked ressources to rebuild panzer units. However they still had enough to maintain a core of armor with some mech and plenty of cheaper AT crews and elite gunners. That proved to be enough to smah russian mobile forces in an audacious frontal counterattack towards Siedlce even reaching the town. Two whole red mech armies were crushed in wild combats while most of enemy units around Radom were halved actually ending all operations.
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