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Strategiclayabout

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Posts posted by Strategiclayabout

  1. Mmmh very interesting moves Bill :) ,

    - But I understand why Happycat isn't so concerned about Neu Langenburg. Narrow front and mountains at Mbejahof help defense. At worst, falling back on Fife seems possible.

    On the other hand, Mbozi gap looks open for new adventures if supply can follow ^^ .

    - I'm also worrying a bit about that ongoing Ujiji kessel, will it keep all those enemy units busy long enough to achieve decisive strikes on other fronts ? Counting on you two to come with a fun answer ;) .

  2. Hi Aryaman :) ,

    - If you mean my deployment in the pics above, no it isn't historical because most units should have been deployed in the West, except for one cavalry I think.

    - Otherwise, about units names ingame I find it pretty accurate if you look at Tannenberg order of battle:

    http://en.wikipedia.org/wiki/Order_of_battle_at_Tannenberg_%281914%29

    You'll find more or less the same german fortress detachments/divisions and russian corps for 1st and 2nd army (like the II and VI ones we discussed above).

  3. Hi Bill :) ,

    Playing WWI break 1.02 CTA hotseat.

    - Thanks for your work, not losing two "unborn" corps on turn 1 will already help Russia. However, you're right saying the problem isn't limited to that. With the ability to deploy several units at start where he wants (especially the two cavalry units) CP player can put Russia in a very difficult position on turn 1:

    Bialystok, Grodno and Vilna are in range and all of three can fall with average combat rolls (pic 1).

    - Once you've destroyed that corps blocking the road north of Grodno, it's a free ride on Russians back. Even with 5 supply, it's easy to cut/threaten polish railroads next turn (pic 2). When Russians move units to the north, Austrians will have a chance for a pincer move towards Kovel, trapping several armies. Russians will have tno choice o retreat to Bielorussia or Ukraine if CP keep pushing. Don't even talk about the probable loss of Kovno and/or Rennenkampf HQ in the following turns :( .

    - That move is close to an exploit though you can say german units deploying there on turn 1 won't be somewhere else. In an ongoing mirror game, we both advanced in the Grodno-Vilna area and Russia is already in bad shape. Poland evacuated at the start of 1915 in one, forces stretched to death on a Warsaw-Bialystok-Grodno-Vilna line in the other (Russia had to terminate all starting research to operate troops on turn 1).

    - I'm not sure what solution is best, reduced corps as you say or maybe (reduced ?) detachments at start on those 3 tiles to prevent an early capture and let corps arrive as scheduled ? We can also look at AI being given two more corps around Kovno at start, usually forcing German players to be a bit more cautious in this area.

    East_1b.jpg

    East_2b.jpg

    Hope it will help your thinking ;) .

  4. Hi Bill :) ,

    Running WWI break 1.02 CTA start with hotseat

    - Thanks for your answer, then I'm missing something or there is something wrong because the VI russian corps scheduled to pop at Bialystok on turn 2 is nowhere to be found if Germans capture the town before it appears (pic1).

    * II russian corps pops in Grodno as usual on turn 2 (pic2).

    * Nothing for Russia in Entente deployment window on turn 2 (pic3).

    * VI corps still buyable in russian infantry corps production window (pic4).

    * I let the hotseat run for some more turns thinking there may be some delay but no.

    - As I said above the corps is still hanging on somewhere since it appears once your retake Bialystok.

    Unit_pop_1.jpg

    Unit_pop_2.jpg

    Unit_pop_3.jpg

    Unit_pop_4.jpg

    Hope it will help clear things.

  5. Hi Ziploc,

    - I always understood it as cumulative given how it is in the diplomacy window:

    (25+40+9+6 = 80% chance each turn to get the target country swing in your favor)

    But you'll have to wait for noble Gurus about underlying game mechanics :P .

    - About the country losing the chit, I wonder if it's the one who has the most of them or the one that will have the target minor under control ? Or maybe just random ?

    Diplomacy.jpg

  6. Hi Aryaman :) ,

    - Those units have their deployment "suspended" if their arriving tile is captured by the enemy. You need to retake it to get your free corps. It will appear next turn on an empty adjacent tile to the town if the original one is still occupied by one of your unit.

    - One thing you can check if you know unit numbers like II corps (Grodno) or VI corps (Bialystok): as long as they are "suspended" they are listed in the russian corps production window.

    - Not sure what happens if you buy one while it is "suspended" though, will have to try it with hotseat...

  7. - Kokoda trail is lostTime for Tokyo Express in New Guinea ! Is there someone to replace drowned general Horii ?

    - I see an isolated german army in the lower Don area, would it happen to be the sixth by any chance :) ? Axis needs Manstein in the Donets asap !

    - I suppose Benito sent Messe to deal with the mess at Kharkov, would be appropriate huhu. Will Germans even be able to launch a summer offensive in 1943 ?

  8. Hello again ^^ ,

    - After trying several more things for Perm, I think a simple way to balance things would be to put starting supply in the city to 2.

    - It would be historical given the sorry state of Lashevich's Third Army as reported by Comrade Stalin himself:

    Report to Comrade Lenin by the Commission of the Party Central Committee and the Council of Defence on the Reasons for the Fall of Perm in December 1918

    http://www.marxists.org/reference/archive/stalin/works/1919/01/31b.htm

    "The morale and efficiency of the army were deplorable, owing to the weariness of the units, the result of six months of continuous fighting without relief. There were no reserves whatever. The rear was totally insecure (a series of demolitions of the rail way track in the rear of the army). The food supply of the army was haphazard and uncertain (at the most difficult moment, when a furious assault was launched against the 29th Division, its units were in action for five days literally without bread or other food)."

    [...]

    "On December 6 Lashevich (army commander) appealed to the Eastern Front for reserves, pleading the hopelessness of the situation, but Smilga (Eastern Front) replied: "Unfortunately, reinforcements cannot be sent." On December 11 Trifonov, member of the Revolutionary Military Council of the Third Army, informed Smilga (Eastern Front) over the direct wire: "It is very probable that we shall be forced to abandon Perm in the next few days. All we need is two or three firm regiments. Try to secure them from Vyatka or some nearby point." Reply of Smilga (Eastern Front): "Reinforcements cannot be sent. Commander-in-Chief declines to help."

    [...]

    "And the 3rd Brigade of the 7th Division (three regiments) promised by the centre arrived in Glazov only in the early part of January, when Perm had already fallen."

    (Glazov being between Vyatka and Perm)

    - A chance to storm the city for Whites by delaying their march on Moscow:

    * it would prevent Reds human player to operate and reinforce significantly units there for a short time window, allowing Whites to have a chance

    * Reds 13th rifle division in front of the city (with 5 steps) will have 3 AP and 1 supply with 4 choices on first turn:

    1) entrench = better defensive bonus but 2 white corps will be able to attack next turn

    2) fall back to Perm = better defensive terrain (river+city) and supply (+1), only 1 white corps and 1 detachment will be able to attack next turn

    3) flee to Vyatka = abandon Perm but no white unit will be able to attack next turn, however supply will be 0

    4) advance 1 tile towards Ekaterinburg = 2 white corps able to attack, unit will be lost but Perm won't be blocked by ZOC next turn (lucky 5-0 kill on first strike unlikely)

    - A costly MPP strategic choice to make for Reds on turn 1:

    * infantry units operated to Vyatka (17 MPPs for div. 40 MPPs for corps) on turn 1 would have 3 AP at 5 supply and be able to force march 6 tiles towards Perm on turn 2

    (if Perm has two white units adjacent, it will then need two more turns to reach it but on turn 3 it will be able to secure the railroad west of the city)

    * with an HQ operated to Vyatka (64 MPPs for a lvl4), that infantry unit will have 4 AP, Perm would be in forced march range if not blocked by 2 enemy ZOC

    (that's where option 4) above can be interesting)

    * if city tile is blocked by ZOC forced march will still allow that unit to secure the railroad west of city by turn 2 and enter Perm on turn 3

    * on turn 4, Perm would be at 5 supply, allowing Reds to operate units there, closing opportunity window for Whites (unless Reds just give up the city)

    * as Reds have 100 MPPs on turn 1, it makes for interesting choices when the fall of Perm can give free units worth 475 MPPs to Whites

    Thanks for reading :) .

  9. Hi :) ,

    Playing RCW with SCGC WWI break 1.02

    1)

    - There is something strange with the terrain south west of Perm.

    The mountain tile has a river flowing from a lake on its south east side.

    Then that side should be either blocked by the lake or protected by the river.

    - However, the tile properties show river only defends the east corner (pic1).

    Therefore units attacking from the forest tile south of the Perm don't have river penalties (pic2).

    - The thing is Perm being already very hard to take, more penalties for attackers will be a problem, leading to point 2) .

    Perm2.jpg

    Perm.jpg

    2)

    - I tried various strategies to take Perm and came to the conclusions it's not a viable strategic choice unless Reds offer it on a silver plate.

    *

    Kolchak took the city in December 1918, ingame it's nearly impossible to take it before summer 1919 against AI, you have to besiege the city. And against humans, unless Reds don't do anything to defend the city (and I see no reason to do so) it won't fall at all or very late.

    *

    Humans playing Reds have only one 5 step division in front of the city at start but can easily operate another division in the city on turn 1. If you put the starting division on the mountain tile SW of Perm, Whites can't even reach the city on their first turn.

    *

    Laying siege is possible against AI because it doesn't guard the moutain tile SW of Perm so Whites can push a detachment there and advance further to cut the railroad. But with 4 AP for infantry, you'll need to put your HQ in front of Perm to give enough supply for that unit to have 4 AP and advance on the next mountain tile.

    *

    I'm not sure it's worth the time lost even for the 475 MPPs bonus in free units (heavy artillery + armored train). Better advance full speed on Kazan and Moscow.

    *

    - So I would like to hear your opinions about Perm in RCW, fellow players, what do you think ?

    - A fake event window I made to highlight the situation :cool: :

    Event1a7739.jpg

    Thanks for reading (and sorry for the wall of text).

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