Jump to content


  • Content Count

  • Joined

  • Last visited

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 thos
  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
  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
  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
  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
  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 f
  8. 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. Ger
  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 P
  10. 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 i
  11. 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 rema
  12. 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. 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. 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. Hi blah637 , I'd add that if you want improved movement in China the tech you need is motorization (+1AP).
  16. 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
  17. 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
  18. 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. 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 le
  20. 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 t
  21. 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 .
  22. 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 g
  23. 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
  24. 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
  • Create New...