Berlin falls 1943 in a a no early end 1941 Grand Campaign
Posted: Mon Mar 11, 2024 8:28 am
This is the result of a slightly modded PVP server game of me as soviets versus David as axis. Only modification was Germany receiving five additional Infantry divisions around turn 20 for the winter war and leader end dates were set to 1945 as I thought this might stop heart attacks (it didn't).
David and I played a game with the same roles before, which ended in me almost isolating army group center by collapsing their flanks at their advance to Moscow in winter 1941, so there might be some psychology having played a role in his strategical and tactical decision making as the game progressed.
We started with Version 1.03.09_Beta and finished on 1.03.10_Beta. Used the new morale mods to add 15 morale for Italian units and 10 for Romania and Hungarians each, option for reduced routing losses was turned off. Besides that we played with open TBs, no paradrops, naval invasions or motorization.
This screenshot alone sums up the game pretty much. Short game summary: German focus during 1941 was in the south, neglecting the north. By the onset of winter frontline grinded to a hold at Pskov, Vyazma, Kursk and Rostov. By turn 26 Soviets fielded nearly 6 million men. Losses up to this point were 575k axis and 2.3 million soviets. Winter war was bloody, between turn 26 and 30 german total forces shrunk by 250k men, axis allies 133k, Soviets by 115k. Most importantly though was the gain of guards rifle divisions and corps. By turn 50 soviet oob reached 7.5 million. and stayed around 8 million until the end of the war. Those men were used to crush the german frontline near Khakov, allowing the tanks and cavalry corps to flood into eastern ukraine. After some back and forth nearly 285k men surrendered. Shortly after, further 82k men were pocketed at Smolensk and surrendered quickly. German forces abandoned the front, retreating to Daugava river by turn 69. My offensive in the south stopped after capturing Dnepropetrovsk and Zaporizhye, but not taking Kiev. All my focus went into the north. By winter 1942 Wehrmacht retreatet to Lithuania. Fighting was mostly grinding, while pocketing only smaller stacks which were too exposed. Despite some difficulties in the earlier turns, german CVs dropped quickly as they were beaten again and again.
Turn 93, after resting one turn during the earlier heavy mud, my guard rifle corps again ripped open the german front, allowing motorized units to quickly follow. German forces quickly retreated to prevent isolation. So a lot of ground was claimed. By turn 100 Vistula River was reached. After some preparation and fighting Warsaw surrendered, Wehrmacht losing every battle against by units. Germans had prepared their defenses at river Oder, which was reached by turn 107. Every single hex from there on towards Berlin had a level 3 fort. So it took until turn 118 to isolate Berlin. 119 to surrender northeast and west berlin, and 120 to finally take the german capital.
By turn 102 62(!) Axis leaders were killed in action. By the end of the war it was probably around 70, with many further executed after losing battle after battle. At the same time I only lost 13 leaders.
The war ended with 5.3 million axis losses, 7.7 million soviet losses.
Game related reasons why the game ended as quickly as it did:
1. 1941 is the single decisive year for the outcome of the war. I was able to preserve my army which let me do some more risky attacks in winter and preventing any german initiative. As soviet manpower production skyrockets in 1942 despite the current OOB, this accelerated the already existing extreme imbalance of both sides. Meanwhile German manpower production was idling until '43 besides the losing war. I know the game aims to reproduce historical accuracy, but thats a reason why manpower and morale changes should be affected by game state instead of some fix year, as players will always act faster or slower than the historical original.
2. Guards rifle corps. I used them in my assault fronts with my best leaders and three rifle brigades attached. That lead to battles where I beat a german tripple stack with one corps with a superior number of men and guns, having plenty to follow up and attack the same unit again and again. In my honest opinion they shouldn't have +10 but +5 morale compared to regular units. Furthermore being allowed to attach three brigades without stacking penalty is just too much. At the same time even without actively refitting my units were in pretty good shape although advancing from Smolensk to Frankfurt an der Oder basically without being sent to a depot to refit once. I never stopped and rested, not even in heavy mud. I can't emphatize this enough: I did never actively refit them or didn't moved them to regain cpp, so they basicly walked from Smolensk to Berlin in 50 Turns.
3. Pockets. Due to their ability to win single battles easily, soviets have a lot of units and movement points around to flood the gaps. At the same time, soviets can move a lot of units behind the front to prevent meningful breakthroughs by sheer mass. This lead to lots of german units surrendering, as well as an insane amount of leader kills, deminishing the strenght of an army (or corps) for eternity. I had the feeling, that leader deaths are way too likely when HQs are getting displaced.
4. Initiative, grinding, snowballing. Once a Wehrmacht unit is beaten, they quickly lose a lot of combat capability for the following turns. A unit losing morale after every single battle just means the end for wehrmacht, once soviets beat them three times a turn until they rout and lose even more morale. Morale drops after battles should be capped per turn.
5. Supply for the soviets was never an issue. When supplying my units at the romanian border with trucks from Kiev I never lost more than 1500 by turn during the logistics phase. Even in front of Berlin supply was pretty okay. They didn't receive a lot of freight, but at the same time soviet units simply need very little to continue fighting. By end of the war I was 140k trucks short, neither my supply or motorized units were overly noticeable impacted. I set supply priority 4 for all HQs at Turn 1 and let it untouched until end of the game.
6. I hoped the national morale settings for axis minors would help to give them some combat capability, but I never got that impression when attacking them.
Huge respect for David to fight until the bitter end!
David and I played a game with the same roles before, which ended in me almost isolating army group center by collapsing their flanks at their advance to Moscow in winter 1941, so there might be some psychology having played a role in his strategical and tactical decision making as the game progressed.
We started with Version 1.03.09_Beta and finished on 1.03.10_Beta. Used the new morale mods to add 15 morale for Italian units and 10 for Romania and Hungarians each, option for reduced routing losses was turned off. Besides that we played with open TBs, no paradrops, naval invasions or motorization.
This screenshot alone sums up the game pretty much. Short game summary: German focus during 1941 was in the south, neglecting the north. By the onset of winter frontline grinded to a hold at Pskov, Vyazma, Kursk and Rostov. By turn 26 Soviets fielded nearly 6 million men. Losses up to this point were 575k axis and 2.3 million soviets. Winter war was bloody, between turn 26 and 30 german total forces shrunk by 250k men, axis allies 133k, Soviets by 115k. Most importantly though was the gain of guards rifle divisions and corps. By turn 50 soviet oob reached 7.5 million. and stayed around 8 million until the end of the war. Those men were used to crush the german frontline near Khakov, allowing the tanks and cavalry corps to flood into eastern ukraine. After some back and forth nearly 285k men surrendered. Shortly after, further 82k men were pocketed at Smolensk and surrendered quickly. German forces abandoned the front, retreating to Daugava river by turn 69. My offensive in the south stopped after capturing Dnepropetrovsk and Zaporizhye, but not taking Kiev. All my focus went into the north. By winter 1942 Wehrmacht retreatet to Lithuania. Fighting was mostly grinding, while pocketing only smaller stacks which were too exposed. Despite some difficulties in the earlier turns, german CVs dropped quickly as they were beaten again and again.
Turn 93, after resting one turn during the earlier heavy mud, my guard rifle corps again ripped open the german front, allowing motorized units to quickly follow. German forces quickly retreated to prevent isolation. So a lot of ground was claimed. By turn 100 Vistula River was reached. After some preparation and fighting Warsaw surrendered, Wehrmacht losing every battle against by units. Germans had prepared their defenses at river Oder, which was reached by turn 107. Every single hex from there on towards Berlin had a level 3 fort. So it took until turn 118 to isolate Berlin. 119 to surrender northeast and west berlin, and 120 to finally take the german capital.
By turn 102 62(!) Axis leaders were killed in action. By the end of the war it was probably around 70, with many further executed after losing battle after battle. At the same time I only lost 13 leaders.
The war ended with 5.3 million axis losses, 7.7 million soviet losses.
Game related reasons why the game ended as quickly as it did:
1. 1941 is the single decisive year for the outcome of the war. I was able to preserve my army which let me do some more risky attacks in winter and preventing any german initiative. As soviet manpower production skyrockets in 1942 despite the current OOB, this accelerated the already existing extreme imbalance of both sides. Meanwhile German manpower production was idling until '43 besides the losing war. I know the game aims to reproduce historical accuracy, but thats a reason why manpower and morale changes should be affected by game state instead of some fix year, as players will always act faster or slower than the historical original.
2. Guards rifle corps. I used them in my assault fronts with my best leaders and three rifle brigades attached. That lead to battles where I beat a german tripple stack with one corps with a superior number of men and guns, having plenty to follow up and attack the same unit again and again. In my honest opinion they shouldn't have +10 but +5 morale compared to regular units. Furthermore being allowed to attach three brigades without stacking penalty is just too much. At the same time even without actively refitting my units were in pretty good shape although advancing from Smolensk to Frankfurt an der Oder basically without being sent to a depot to refit once. I never stopped and rested, not even in heavy mud. I can't emphatize this enough: I did never actively refit them or didn't moved them to regain cpp, so they basicly walked from Smolensk to Berlin in 50 Turns.
3. Pockets. Due to their ability to win single battles easily, soviets have a lot of units and movement points around to flood the gaps. At the same time, soviets can move a lot of units behind the front to prevent meningful breakthroughs by sheer mass. This lead to lots of german units surrendering, as well as an insane amount of leader kills, deminishing the strenght of an army (or corps) for eternity. I had the feeling, that leader deaths are way too likely when HQs are getting displaced.
4. Initiative, grinding, snowballing. Once a Wehrmacht unit is beaten, they quickly lose a lot of combat capability for the following turns. A unit losing morale after every single battle just means the end for wehrmacht, once soviets beat them three times a turn until they rout and lose even more morale. Morale drops after battles should be capped per turn.
5. Supply for the soviets was never an issue. When supplying my units at the romanian border with trucks from Kiev I never lost more than 1500 by turn during the logistics phase. Even in front of Berlin supply was pretty okay. They didn't receive a lot of freight, but at the same time soviet units simply need very little to continue fighting. By end of the war I was 140k trucks short, neither my supply or motorized units were overly noticeable impacted. I set supply priority 4 for all HQs at Turn 1 and let it untouched until end of the game.
6. I hoped the national morale settings for axis minors would help to give them some combat capability, but I never got that impression when attacking them.
Huge respect for David to fight until the bitter end!