Speedy's 1st Try vs SU AI - Normal

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MrLongleg
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RE: Speedy's 1st Try vs SU AI - Normal

Post by MrLongleg »

Don't give up too early, the Russians also don't live in a perfect world. In my total victory game things looked bleak often enough.
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etsadler
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RE: Speedy's 1st Try vs SU AI - Normal

Post by etsadler »

One thing I see that you may not taking advantage of is 5.2.14 HQ Combat Mod. Basically if the HQ is within 2 hexes of the units when they attack they get a significant bonus, generally a very significant bonus (it fades out to very little at 5 hexes). Keeping your INF HQs back from the front doesn't do anything to help you that I can see, and denies you the bonus. Panzer HQs might need to stay back to keep a better distance to the FSB, but that has to be weighed against the combat bonus.

Regarding FSBs, ideally I feel when you move the FSB you should rest and refit the Panzers. Not always possible of course for many reasons, but does keep them in fighting shape. Or you can reduce movement to store up some fuel. Since relocation is a 2-3 turn process, best to have ~5000 fuel per PzG per turn in reserve if you expect to advance the Panzers while you are relocating the FSB.

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Flaviusx
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RE: Speedy's 1st Try vs SU AI - Normal

Post by Flaviusx »

Does the game determine HQ location at time of combat or from the beginning of the turn? I've always moved my HQs at the end of the turn assuming that their starting location for the turn was set for this.
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Speedysteve
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RE: Speedy's 1st Try vs SU AI - Normal

Post by Speedysteve »

Hi Budd - will do.

Thanks Haudfsuf. I'll see. Thinking of re starting at the mo...

Rick - thanks. Haven't read the manual yet and didn't know about the 2 hex rule! That would seem hard to achieve throughout the turn as I can't imagine the HQ would have enough AP's to keep moving around. I also 2nd Flav's question as I wonder if the combat bonuses are only checked at turn start or throughout? I know there's a start turn check for the major bonuses and supply etc
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Flaviusx
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RE: Speedy's 1st Try vs SU AI - Normal

Post by Flaviusx »

I just checked this ingame, and the HQ mod does change during the turn. So lesson learned: keep moving them forwards before setting up a combat.
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Speedysteve
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RE: Speedy's 1st Try vs SU AI - Normal

Post by Speedysteve »

Wow that's a lot of moving to keep within 2 hexes!
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etsadler
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RE: Speedy's 1st Try vs SU AI - Normal

Post by etsadler »

The bonus decreases with distance, so you don't miss out entirely if not that close. I look at it as picking which battles will be important, and try to ensure the HQ is close to support those. Rarely practical to get the HQ to all the combats.
Speedysteve
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RE: Speedy's 1st Try vs SU AI - Normal

Post by Speedysteve »

AGS after moves.

This is one of the Theatres why I'm likely to be re-starting the game soon. I've very little fuel here (3,500 this turn) and with little chance of taking Lvov for another 2-3 turns I'll just have to sit around and not do much else here for 8-12 days which is not acceptable.

Took Grodno with Motorised Div's mainly

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Speedysteve
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RE: Speedy's 1st Try vs SU AI - Normal

Post by Speedysteve »

Losses for Budd. I expect the Soviet list to rise a lot in the next turn or 2 as there's over 40 divisions surrounded:

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Speedysteve
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RE: Speedy's 1st Try vs SU AI - Normal

Post by Speedysteve »

Will be ending this one. Have learnt a shed load in my first game but the mis-timing of Siege Artillery use and mismanagement of my FSB's has ground everything in Center and South to a halt.

Will be running through 3-4 more times as Axis (without AAR so I can blast through turns quicker) and I'll be looking for a PBEM.

Thanks for reading[8D]
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