Learn when not to Attack, to rest units and conserve CP - flip hexes with the minimum units while the rest rests. Never move infantry 100% of MP unless you have to. Never fight with panzers unless you have to, use them for manoeuvre and exploit vulnerable. A perfect encapsulation of the challenges faced by the Axis Players when playing the "meta" game of WITE2. It's not about where you finish 1941 in VPs, it's how many bonus VPs you can avoid losing during the first winter, which is a huge challenge, because the Orel/Kursk/Kharkhov/Stalino line was held historically on a front about 30miles/3 hexes east of the cities from December 1941 to April 1942, because the Soviets were unable to mount an offensive along that front. In the game, the Soviet player can mount an offensive that will take the 3 hexes and more, so the Axis player will face a bonus point swing of at least 24bonus VPs that cannot be regained in 1942 because the start line will be further west. Axis players must base their strategic planning on building a logistics network that will firstly support an offensive capable of gaining 60-90 bonus points before December 1941, and then prevent 24-30 bonus points from being lost during the first winter, and then have sufficient offensive power and a start line capable of gaining 90-100+ VPs in the summer of 1942. Getting the balance between using FBDs as super depots to support offensives or to build the depot network needed to survive the first winter is extremely hard to achieve as this AAR clearly shows. Key elements CV - The combat value (CV) (23.1) of a unit is a vital piece of information that shows the aggregate combat power of a unit. However, this can then be further modified by leadership, terrain, supply and the allocation of support units. It can also be inaccurate (for enemy units) due to the Fog of War (10.2). So it is, at best, a rough guide to combat efficiency. If, at the end of a battle, the attacker has a 2-1 (or greater) CV advantage, they will win and the defender will retreat, rout or be destroyed. AP - Administrative Points (AP) (Chapter 9) represent the limited time and other constraints that affected both sides. AP are used to replace commanders, build depots and airfields, build certain unit types and to disband units. CPP - Combat Preparation Points (CPP) (23.2) are one way the game reflects the importance of building up before launching an offensive. CU - Combat Units (CU) (21.3) are any on-map (or within a Theatre Box) ground unit counter apart from the various types of rail repair units that may also be in play. SU - Support Units (SU) (21.5) are any unit that is held off map. These can be attached directly to combat units, to a HQ (21.5.2) or a city or airfield and will be allocated to combat, or to support tasks such as digging entrenchments, as required. MRU - Multi-Role Units (MRU) (21.4) are units that can either be on map (i.e. acting as a Combat Unit) or off-map (i.e. acting as a Support Unit) depending on the player’s wishes. AOG - Air Operational Groups (AOG) (4.6 and 16.3) are the main way you manage your individual air units and assign them to combat operations. Time Turns / Phases 1 - Supply/Production/Logistics - Thus the first part of the turn is where the computer runs the supply, production and logistics phase. The player has no direct involvement at this point but has a variety of tools, available during the player controlled phases, to set supply priorities and to ensure that certain units are allocated new equipment and replacements. ○ Each player turn normally includes a player specific logistics phase with distinct segments followed by a general logistics phase that has the same segments and sub-segments for each player. The game switches to normal (F1) mode at the start of the logistics phase. The map pop-ups, top menu buttons, and shortcuts are disabled during the logistics phase. ○ The administrative points and vehicle pool values are also cleared from the screen during the logistics phase. ○ The major actions that occur during this phase include attrition, building of fortifications, all facets of production, upgrade and swapping of equipment and aircraft, recovery of disabled manpower, morale and fatigue adjustments, unit reinforcement and withdrawals, administrative point adjustment, hex change of control, removal of temporary motorization, repair of rail, factories, and depots, expansion of air base units, determination of partisan attacks and damage, leader adjustments, freight movement, provision of unit supply and replacements, to include aircraft and pilots, movement of support units and support elements, setting of unit movement point allowances, resetting of rail usage, rally of routed units and unit surrender check, adjustment of unit detection levels due to ground recon, and adjustment of scenario victory points. In addition weather determination only occurs during the Soviets logistics phase and is then set until the next Soviet logistics phase – so the Axis player phase will have the same weather as the Soviet player in the previous turn. 2 - Air Planning (Player Active) - The second part of the game turn is for generating the orders for the air phase. There are various levels of automation available to ease the demand on the player but you will need to make some overall decisions about allocation and focus of operations. The player can take a varying degree of direct control including detailed allocation of air groups (16.4) to Air Operational Groups (16.3) or even manually selecting the precise weapon/fuel load of each air squadron. Alternatively the bulk of the air war can be conducted using the AI-assistance routines (4.6 and 17.1) 3 - Air Operations - Once this is completed, the computer will then resolve the third phase – conducting all air missions apart from ground support, the air transport of supplies and any airborne operations (these all occur in the land phase). During the air execution phase the computer conducts air missions, including any pilot training missions, over the seven days of the turn with a day and a night segment for each day of the turn. In addition, each day of the turn has a maintenance segment where replacement pilots and aircrew can be added to Air Groups, aircraft are repaired and air base units can be repaired and resupplied with fuel and ammunition. 4 - Ground Movement and Operations (Player Active) - Finally, the player will move the land units in the ground phase. WiTE2 uses the concept of combat as movement so in this phase units may move or attack as needed (as long as they have sufficient movement points to carry out the desired actions). Equally units may move longer distances by rail or by ships. If the ground phase involves combat, it is possible that aircraft will also be committed (ground support) as ordered in the earlier air phase. Air drops and air transportation of units and supplies occur in the ground phase. Equally as units move they may encounter the results of the earlier air phase such as needing to move through enemy interdiction air attacks. Space • Map - 10 mile hexes • Terrain / Weather / Infrastructure • Theatre Boxes (Combat Abstraction) As with the last showcase this next glimpse at WitE2 will look at the tools we have added to the game to aid and assist players in managing the vast complexity that is at the very heart of this game. We’ll break this down into two broad sections. Firstly the functionality that helps present the data in a more understandable format and how you can issue bulk instructions and, secondly the support that you can access using the game’s in built AI. Some other tips (for the Germans in the Grand Campaign) On turn 1, you should be able to get Minsk and Riga. On turn 2 Pskov On turn 5 or 6 Smolensk. On turn 6 or 7 Tallinn & Odessa On turn 7 or 8 Kiev. You achieve this by punching holes in the enemy lines with your infantry and drive your panzers & mechanised units through the holes. He will then retreat his entire line (except the units that are encircled, those, you can kill with your infantry the next turn). Do not be afraid to restart and restart until you got those first turns right. After turn 10 or so, the Russians are much stronger and It is no use to play 250 turns against them if you don't have at least those cities to start with. - Don't ever attack with your panzers unless you got like a 20-1 advantage or more but keep your panzers for encircling movements or for defence. Remember that panzers receive a BIG penalty in some terrain (they only fight at 25% in swamps or urban hexes and only at 50 in hexes such as mountains, bocage, rough or heavy woods. Oddly enough, they do not receive any penalty in cities that are not "urban" or in light woods. - Check the forums on how to set your air attacks on turn 1. The goal is to destroy around 2500-3000 Soviet planes in the first day of the war while taking less than 200 losses yourselves. On turn 2, move all bombers to the reserve on turn 2, only keep your fighters & recon. - Put load tanks on all fighter and remove all air directives from them. That way, they will defend your troops against enemy airplanes the best. Upgrade them every 4 turns or so and move them closer to the front the turn after they're upgraded (you can't upgrade them if they're too close to the front IIRC). NEW TURN Reports ○ Update Panel § News and Events § Overall § VP Status (Every 5 T) § Supply/Strength/Reinforcements ○ Metrics F11 ○ OOB - Check the Manpower and AFV numbers -> Aim -> Soviets < 3.1M <4M <5M (More Pockets?) ○ Ground Losses (Destroyed Units every 10 T) -> Aim >200k per turn ○ Air Losses Aim -> > 3:1 ○ Production § Manpower Pool § Fighters Pool § Stores § In Units □ Supplies/Ammo/Fuel Rec(Need) □ Vehicles Pool Aim -> >10k and Repair low as possible ○ CR Battle Checks Air/Ground/Map ○ Logistics § Check Sup Need/Rec Freight Supply Problems? (Weather or Supply Chain will impact Supply losses) § Trucks Used ○ Supply Lines North/South (8 and n) ○ Weather AIR PLAN • Initial Air Setup - See APO Section T1 • Air Directives Ground Support and Recon T2 onwards • Air Unit Supply and Asset Priorities • Fighter Pilot Replacements TPI • Check Fighter Losses particularly for Ground Support - Turn off GS if taking too many losses. • PR: Check Production screen and see if you want to upgrade any air groups. • CR: Set appropriate air groups to Rest low morale or fatigue <50 • CR: Check Air units to manual or auto upgrade • CR: downgrading some air groups (on T2) to stockpiled aircraft types (109E-3, 111H-3, Hun Ca-310). • CR: Keep an eye on aircraft production even if you have groups on auto-upgrade. • A: AI Air Assist to auto generate AD (Recon/GA) and Adjust AOGs and Doctrine as required • Rotation to Reserves? Winter Standdown? Naval Attack Reposition? • Build or Expand Airbases if required ( nr Depots) AI will assist here but might need level 1 airbases. • F12: Run Air Ops Note: Aircraft, and in particular bombers, use lots of supply. ○ Consider carefully before moving them up to the front if they are going to draw supply away from your Panzers, so leave them where they are if you are not going to use them. I would generally keep the LBs behind the start line if they can operate within range from there. ○ You could also wait until there is a surplus of supply showing at the depots before moving anything but single engine FBs and Recon up the line. This is a complicated area of the game so am really suggesting what to look at rather than having come to any conclusions. Note: Set up your AOGs so they have an appropriate number of aircraft to fit on 1 airbase. I would do it something like this: Would also keep them sorted by aircraft type as far as possible. ○ Recon - 50 aircraft. 50 will fit on a Level 1 airbase ○ Strategic Recon - 100 aircraft. Level 2. ○ Fighters - 100 aircraft. One Level 2 or two Level 1. ○ Stukas - 100. Level 1. ○ 110’s - 100. Level 2. ○ LBs - 100. Level 2. ○ Transports - 100. Level 2. AI Air Assist function. There are two levels to this. You can choose AI Air Assist as a game preference. This means that you can only use the AI routines and that air orders and redeployments are executed when you press end phase for the air orders and after land moves (i.e. the F12 key). If you chose to do this, in a PBEM or server based games this option cannot be subsequently changed. The alternative still allows you to rely on the AI assistance if you wish but you can also manage your AOGs manually. In your first games, we suggest that you use the AI assist as you can use the AI to allocate planes to your AOG, create suitable air directives and redeploy your planes to new air bases. The AI does three main tasks for you: ○ AI Air Unit Allocation. The AI will allocate Air Units between AOGs based on priorities that you set. This allows you to reinforce your Main Effort or reduce air support in the quieter areas. ○ AI AOG Movement. The AI will assist in the movement of your Air Groups as your ground forces move. This is achieved by linking AOGs to Ground Force HQs. ○ AI Air Directive Creation. The AI will create ADs for AOGs. It depends on AOG and whether you ask for Naval Ops. To help the AI follow your intent you set the following criteria: ○ Asset Priority. The AI uses the Asset Priority to determine the allocation of Air Groups between AOGs. This can only be set at the Army or Corps level AOGs. Asset priorities are relative. If you set everything to #4 then the air force will try to be evenly divided across your commands. If you set #0 then no Air Groups will be assigned. Certain AOGs get certain Air Groups so all Axis Fighters go to JG AOGs. ○ Follow HQ & Stance. Although two separate instructions it is easiest to consider these together. Movement of Air Groups between airbases is based upon instructing AOGs to follow a Ground Unit Formation. When and how that is done is based upon the Stance. Follow HQ is quite a simple concept – the AOG is tethered to the location of a Ground Unit Formation on the map. Stance is a bit more complex as it principally impacts on the Phase in which the Air Groups move (including to/from the Reserve in response to Asset Priority). Simplistically Advance & Retreat stance AOGs only move at the end of the Ground Phase so they can maximise support in the Air Phase and move after the Ground Units so they are not left behind. ○ Naval Ops. If you want an AOG to fly Naval ADs this command tells the AI which Port you wish them to fly near. ○ Supply. Sets the priority of Supply for Air Groups within the AOGs. ○ Mission Timing & Pilot Replacements. This sets the time of day or rest when Air Groups fly sorties and determines what sort of replacements to receive. GROUND OPS REDARMY: The next constraint is the Red Army manpower gain. For most of 41, the Red Army’s primary constraint is manpower. After using up their starting reserve of .5M and until they get another .5M in December, they gain about 100,000 a turn. That’s roughly 7 infantry divisions as turn until August, when they switch to 41b divisions, at which point it’s about 10 divisions a turn. If you can encircle 10 divisions a turn, you are ensuring that the Soviets don’t build up. That sounds like a lot, but think of it as 3 divisions in each AG. Whether those built up units are effective or not is sort of irrelevant. They are roadblocks with ZOC. They slow movement, drain CPP through battle, add combat delay, and when there are enough of them, they eventually create a second and third line of depth that allows many units to fight at full CPP. If you can keep the red army under control, they have to withdraw to avoid risk of large encirclements, which means free terrain without fighting or depleting CPP. ATTRITION: Units suffer less fatigue and attrition and use less MP when they move administratively through terrain that you conquered last turn. They then regain more CPP, which makes them more powerful and allows them to ignore fatigue penalties, if they stop movement on a space that was conquered last turn. An efficient advance will have a portion of your force generating forward movement while the rest rests in already captured territory. These two groups then switch roles the following turn. ASSAULT: Another part of this is maximizing your assault armies. Cram them full of your best commanders and best infantry and use those troops for your fighting and the rest for holding pockets, flank protection, etc. TERRAIN: Finally, terrain. Certain terrain forms a natural defensive barrier. Rather than fighting through/across that terrain, try to punch a hole through it in an unguarded or easier to cross location. The Dnepr is a good example. Attacking across with armor costs a lot of MP. It’s much easier to drive across in an unguarded section, and then force a withdrawal rather than having to fight for it. Have a plan for how you will cross major rivers or by passive rough terrain. In summary, use the Panzer Divisions to encircle not fight. Plan your supply routes with care. Linked multiple rail lines are best. A lot of rail in the Baltics converts automatically the first four turns, so seize as much as you can before time runs out. Ports are important, do not ignore them. TRUCKS: Monitor your truck pool—if its low, your troops are getting less supply per turn and less fuel, so they are less mobile and less powerful in combat. Trucks are an essential part of your supply network. § Trash your truck fleet and you trash your army, CVs and MPs will plummet. You can trash your truck fleet by operating for too long with too many units that are too many MPs away from supply sources, so consider if you really want to advance your Panzers through that swamp or maybe they would be better going around it. § Manage your advance so that as far as possible units are operating at a reasonable range from your lead depots. § Units within 3 hexes of a functioning depot use horse transport, always good for stocking up a Panzer unit as it will maintain higher MPs. § Keep an eye on your motor pool. When further than three hexes from a depot the unit will always be using trucks to move supplies. Depots can also move supplies from one to another via trucks. It’s extremely important that both your units and your depots have sufficient numbers of trucks. Run out of trucks and your supply woes will multiply. • Support Unit Arrangements T1-5 Support Units. See GMO • Army Supply Priorities - (Panzer 4 Infantry 3) • OOB Command Realign • FBD Command Realign Order of battle for Operation Barbarossa - Wikipedia • Update Tactical/Operational Objectives ○ Decide where you are pushing objectives and focus the supply there maximise your combat preparation ○ Remember less attacks = less supply spent in battle = less freight going to replacements. ○ Battle Plans Operational/Tactical Objectives and Operational Focus ○ Battle Report ○ Check Unit Soft Factors and Unit Com Report - TOE/Morale/Status/Supply/Support Units/Fatigue/CPP ○ CPP and Fatigue management ○ Leadership chains ○ Logistics management ○ Asking yourself why are you doing something ○ Rotate Units?- Rest and Refit Actions? § CR: Reset all combat units to Normal (if you had any on Refit or Reserve) § Withdraw units from the line for refit Don’t just let your units stand their ground and die. Use reserves whenever possible. Withdraw spent units from the line to depots and set them on refit. Repeat this process along the front every turn. Take care of your units for CPP and Recovery Fatigue/Morale/Resources. ○ Defensive Hold the Line? - Go Static? Reserves? • REPEAT Ground Ops by Army Group ○ Check Attack/Défense CV (Z) of Assault Units and Defensive Units ○ Check SU for Offensive/Defensive Actions ○ Check Combat CV Impacts below and Command Ranges as you go and Run Battles § TOE § Command and Control § Terrain (Urban Close Range Higher Combat intensity and higher losses) § Vehicle Pool § Weather § Supply (Ammo/Fuel/Supplies) affects CV, Movement, Fatigue Recovery and Attrition □ Unit lowers CV impacted by low ammo and fuel □ Unit suffers Fatigue impacted by low level general supplies □ Depot distance affects supply, replacement and repair (depot every ~5 hexes or so on the line of advance) □ Movement impacted by lack of supplies for non-mot; and fuel for mot units □ Unit suffers from attrition where chance ground elements become damaged or destroyed due to low supply □ Supply Lines Grid - Railyard Capacity (Lvl 2) / Rail line capacity / Depot Capacity § Leadership § Morale and Experience § Support Squads Pool § Support Units § Unit Status (Unready) § Cross River Attacks § Beachhead § Detection Levels § CPP § Fortifications § Fatigue and Attrition (Damage and Destruction) (Low Supply, Trucks and TOE) § Reserves § Interdiction (Air/Partisan) LOGISTICS & ADMIN SUPPLY: The first is your supply network. You won’t be advancing on Moscow if your trains stop at Minsk. And you won’t be advancing if you lack enough trains—which you gain from lvl 2 railyards connected to your railnet. And if your troops are pushed so far forward that you lack the trains to supply them, that’s another constraint. So you’ll want to plan your rail routes so that you connect all/as many as possible lvl 2 or above railyards, are building on double rails as much as possible heading east, and are building on terrain that was captured last turn so it’s easier to move and you can maximize rail spaces repaired per turn. You've basically got the 3 elements in balance, so you have enough trains (from your railyard capacity), enough space for them to move on easily (rail line capacity - double/single 12k/30k tons) and your depots are filling up (depot capacity). But it can also be green because you don't have enough trains to make use of the potential railway or your depots lack the capacity to process any more freight so don't ask for it. In that case, not so good, getting those 3 bits into balance in the context of a changing combat situation (& possibly enemy interventions) that is the challenge. Every level two railyard needs a depot. Look to you rear areas. Consider changing supply priority of the rear depots up and then down to force freight forward. Consider attacking with one unit and advancing with another to save and replenish CPP. Rest a corps in friendly ZOC's to regain CPP's. Administration Points. ○ Depots. Primary usage. Build them before your FBDs get there so they can start being repaired. You can also assign construction SU’s to critical depots for faster repair (not the turn they are captured) though I would not usually do this as Axis for the Campaign in ‘41. ○ Assault HQs. The next priority. An Infantry army on Assault can be invaluable for building up CPPs. ○ Replace leaders as the APs become available. ○ Do Not Disband units (at least, not in the early game). Supplies and Depots Depot Management: If you would rather not take on the responsibility of managing Depots to ensure supply then you can use the AI Depot Creation system by clicking the button or hotkey-ctrl-c. In doing so up to 10 new depots will be created (at a max cost of 5APs) and the computer will also disband and change the priorities of existing depots. If an unmoved Rail Repair Unit is in hex with a railyard then a depot (priority 4) will be built too. There is a dark art to understanding how much supplies a depot will draw, but mastering best use of Depots is fundamental to making best use of your combat power. ○ Every turn you want to look at how much supply each of your lead Depots are receiving (‘n’ key) and where your units are drawing supplies from (the ‘8’ key or you can look at the supply screen for each individual unit). ○ You can also look at supply distribution on the Logistics screen. ○ I would usually aim to have a Depot every ~6 hexes on my primary double rail lines heading East. Go for the cities with multiple rail yards. ○ HHQ’s onto primary supply Depots if possible and Refits/Reserves on Depots with HQ HQs also increase capacity for damaged Depots.s. ○ Set Depot Priority as follows - If a depot has no freight in it then it is sending everything it gets out. If the unit receiving the supplies is a ground unit I will put the depot at priority 4. If the only units supplied are air bases I will put it at priority 3. If it is a post war depot I will place it at 2 otherwise 1. Exceptions are large railyard depots which I am 'pulsing' - alternating them between 4 and 1. When the depot is at 4 it brings in more than it gives out, at 1 it then sends all the supply on to the newer depots with higher priorities which reduces the distance it has to travel and lowers the rail usage accordingly. ○ You need to check the Depots to see if they are delivering supply as intended. You can build depots before the railhead gets there, which gives them time to repair. The AI will assign SUs to Depot repair (not if adjacent to a Soviet unit) but you can assign them yourself for critical situations. ○ Check where the rail yards are (industry toggle key) before building depots, it is better to start with a depot on damaged railyard than with a new one. Also look for multiple railyards, these are the ones that have the best capacity and are good for Super Depots:- ○ If a German FBD sits for the whole turn on a Depot you will get greatly increased delivery next turn, generally referred to as a Super Depot. This seems to work just as well for small or damaged railyards as for big ones. Just make sure all other depots on the same line are on 3’s. ○ So Your challenge is to keep these supply hauls well under 30 hexes. You do that by building depots close to the front. You use priority repair on the more important depots. You stack HQs on top of the depots to enhance capacity. You connect these depots to your rail network by repairing them. Focus on doing these things, and doing them well first. ○ Make sure the rail line is repaired and has enough rail capacity. Dedicated rail repair units can’t always be sitting on super depots. They need to prioritise repairs, to make sure the rail lines are functioning. Don’t overdo it with ferrying reinforcements to the front, as this will use rail capacity and cause rail usage, making it much harder to move other freight. Finally, make sure that as many railyards are repaired and connected to the network in the important bottlenecks. Build redundancy by interconnecting lines when possible. ○ Check that all depots are at the right priority level. Priority level four should be saved for the most important hubs near the front, if not only for the frontline depots. Depots far behind the front shouldn’t go above level one in order to save capacity. ○ Set the ports to right priority level and import/export setting. Ports can ferry a lot of freight if they are set up correctly. Exporting ports also need to be on high enough priority to actually build up freight, but at the same time, they cannot be at a higher or same priority as your target import port. Always make sure that the ports are set to the correct import or export setting. ○ Keep your depots close to the front, and units close to the depots. Units that are within three hexes of a depot will draw freight via horse-drawn transport, thus not using vehicles and also paying lower MP costs. The close to the depot the unit is the better supplied it will be. ○ Build a backlog of freight. There is no need to disband depots unless they are about to be overrun. Simply set them to zero priority, and activate when necessary. Whenever there is a lull in fighting and the depots at the front are starting to be full, make sure to build extra depots along your main supply lines. Freight doesn’t just move from the national supply source to depots, it moves from depot to depot. This daisy chain of depots can be a lifesaver, especially when falling back. ○ Be aware of special rules. From June 1941 to March 1942 the Axis are going to be paying an extra cost for all logistics operations. The situation becomes even worse during the winter of 1941 to 1942, basically causing a collapse of the entire logistics network. Supply and replacements won’t be moving. Unless you’re sitting on a depot with built-up freight, you’re not going to receive any supplies. ○ Set the correct unit priorities Higher priority units have a much easier time requesting more freight. But don’t just set all of your units to maximum priority. • Make sure you have the right leaders at the right places Admin checks play an important role in supply requests, and whether they are successful or not. This is especially important for the Soviet player, who often struggles to have good commanders in charge of the whole command chain. You might need to leave quiet sectors in charge or bad commanders to make sure you have the best skillset available at your offensive point. ○ Leadership check based on particularly on Morale metric - and focus on Assault Armies. Spend any surplus APs on upgrading leaders. § On Commanders report check HQs are within command limits. • Rail line Repairs FBD R and Railyard Repairs ○ Shell Corp HQ RR Sus to guide RR units to repair areas you require. See GMO. For details on RR allocation ○ Check for Red Railyards on Factories Toggle L ○ Attach the FBD units to the PGs for administrative and leadership checks because this helps in maintaining the units at good supply levels and such. ○ Attach the RAD labor units are attached to army or corps level HQs to better control where they are repairing the rails. ○ FBDs and RAR Labor ○ A major source of rail repair is the FBDs. I assign one to each PG and keep the PG HQ near them (as in the last depot I have just created) to keep them well supplied and have easy to make leadership rolls which keeps them up and running with little fuss. ○ I placed all ten of them into the 18th Army to start with so that the holes in the captured rail hexes in the Baltic can be repaired quickly and give a good rail net throughout the Baltic states. ○ I use one of the Hungarian Infantry Corps HQ attached directly to AGS to hold two or three RAR units later in the game (probably turn 3 or 4) to repair side rail lines in the south and help make that rail net more robust for AOGs and such. The repair units tend to be back from the front rather than pushing the main rail heads out. ○ I try and keep the FBDs repairing double lines heading eastward as much as possible. ○ I am currently using well placed Corps HQs and RAR units in the AGN area right now as my only rail repair units. ○ I am being able to keep three or four rail lines advancing one hex per turn this way. Reinforcements and Reserves (TB) ○ Check if any Reinforcements are newly arrived or unfrozen (shift-r) ○ Check if any new air units have arrived. ○ Check Reserves Boxes (REFITS) and Soviet Garrisons ○ Fortifications? Towns on Defence? ○ Air resupply (Do not use LBs)