WaW v32 Germany versus the world! AI++

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bwheatley
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Kiev

Post by bwheatley »

The preassault attacks on kiev begin. They have an ungodly amount of arty in there i am trying to kill.

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zook08
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RE: barbarossa

Post by zook08 »

Very nice AAR! A few comments:

- HQ supply: If an HQ requests 24000 supply but sends out only 19000, the other points might be required by the units *in* the HQ. That can happen if you route a lot of production to it.

- There is a stacking penalty in combat for having too many units in one hex. I'm not sure where the limit is in WaW but I guess it's about 100 stacking points (=weight?). A unit with 10 tanks should weigh far above that limit, even without any infantry or other units attached. That means an automatic combat penalty for these monster units. I tend to keep my tank divisions at about 4-5 tanks and 40-50 infantry, plus 5-10 mortars.

- Mortars! Don't you build any, or are there none in v32? I regard them as my primary infantry killers and try to keep a ratio of at least 1:10 in all offensive divisions.

- Artillery! Dito, and at least as important. Don't attack a strong enemy stack without softening it up first with massive amounts of arty. 5 arty, 10 rifle, 1 flak, 7 horses. I remember there was a change to artillery in that version... what was it? Range?

- Oh, and infantry guns aren't worth it in my opinion, because they weigh 10 points and you absolutely need to buy expensive transport capacity for them.

- You spent far too much on PP and tech, IMO. 230(?) PP for a Level III tech is almost prohibitive - that's 115,000 production, or 1,150 rifle units. When I attacked the USSR in a recent PBEM game, I outgarrisoned them by 3:1 in mid '41. Don't think you can crack the Soviets without a huge advantage in numbers, at least for the first couple of turns.

- I'm not a big fan of Bazookas, either. You need a lot of them to be effective, they are good only for defense, you have to buy transport for them, and some always get lost when you attack with them, without getting something for your money. Better to buy AT guns, or even better still, divebomb the enemy tanks before they can get to you.
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RE: Kiev

Post by bwheatley »

Variables update

Germany
Production Capability 103732
Total Manpower 9000
ManPower Used 6171
Available Manpower 2829

West
Prod Capacity 116000
Total ManPower 10320
Manpower Consumed 11126
Available Manpower -886

(Does that mean i wont have to fight these guys much more?? Perhaps i can save up to invade london now?)

USSR
Prod Capacity 44000
Total Manpower 13680
Manpower Consumed 8290
Available Manpower 5270
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RE: barbarossa

Post by bwheatley »

ORIGINAL: zook08

Very nice AAR! A few comments:

- HQ supply: If an HQ requests 24000 supply but sends out only 19000, the other points might be required by the units *in* the HQ. That can happen if you route a lot of production to it.

- There is a stacking penalty in combat for having too many units in one hex. I'm not sure where the limit is in WaW but I guess it's about 100 stacking points (=weight?). A unit with 10 tanks should weigh far above that limit, even without any infantry or other units attached. That means an automatic combat penalty for these monster units. I tend to keep my tank divisions at about 4-5 tanks and 40-50 infantry, plus 5-10 mortars.

- Mortars! Don't you build any, or are there none in v32? I regard them as my primary infantry killers and try to keep a ratio of at least 1:10 in all offensive divisions.

- Artillery! Dito, and at least as important. Don't attack a strong enemy stack without softening it up first with massive amounts of arty. 5 arty, 10 rifle, 1 flak, 7 horses. I remember there was a change to artillery in that version... what was it? Range?

- Oh, and infantry guns aren't worth it in my opinion, because they weigh 10 points and you absolutely need to buy expensive transport capacity for them.

- You spent far too much on PP and tech, IMO. 230(?) PP for a Level III tech is almost prohibitive - that's 115,000 production, or 1,150 rifle units. When I attacked the USSR in a recent PBEM game, I outgarrisoned them by 3:1 in mid '41. Don't think you can crack the Soviets without a huge advantage in numbers, at least for the first couple of turns.

- I'm not a big fan of Bazookas, either. You need a lot of them to be effective, they are good only for defense, you have to buy transport for them, and some always get lost when you attack with them, without getting something for your money. Better to buy AT guns, or even better still, divebomb the enemy tanks before they can get to you.

Thanks for taking the time to post zook!

No i don't use mortars but i guess i will start doing that :)
ANd i have my original 2 arty divisions from invasion of poland they are doing well i actually just this turns tarted to build more :)

So if the total weight of units in a hex is more then 100 that hex will have a combat disadvantage? or 100 weight for the whole battle? sorry its confusing i'm just trying to understand.

I've laid off the bazookas and I will certainly implement some of your suggestions for mortars and arty.
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RE: barbarossa

Post by bwheatley »

NOVEMBER 1942

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Kiev Falls

Post by bwheatley »

Flash! The last of the allied invaders were thrown from Western Europe this morning.

I'm working on reorganizing my Western Defense. I have created a panzer division named "Panzer Lehr Division" it will sit back between Paris and Belguim to react to any thing. I will work on creating a 2nd Panzer division to sit near north germany as a defense as well.

What a different a couple of months in a war makes. Aganist all odds the germans have started war with the russians in December 1941. Then in early 1942 they are attacked in 2 places and the invaders fight all the way to the doors of the ruhr. And up north they fight within a hundred kilos from Berlin. The Wehrmacht turned them back. Commander Army Group Center Von Manstein has captured Kiev against all odds. Now there is a manufacturing center inside the USSR that the 3rd Reich can use.

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zook08
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RE: barbarossa

Post by zook08 »

ORIGINAL: bwheatley
No i don't use mortars but i guess i will start doing that :)
ANd i have my original 2 arty divisions from invasion of poland they are doing well i actually just this turns tarted to build more :)
Build at least one arty per turn, but check the scenario description first. I think range was lowered to one in this version. That would make arty much less useful.

And generally, about the combat system: the way I understand it now, infantry does not do a lot of killing. The rifle guys primarily serve to *protect* your rear-area-type killing units, i.e. the mortars and tanks. Mortars attack 5 times per combat round, medium tanks 10 times. Infantry attacks once, and with very little strength.

Comparing the numbers:
Mortars attack 5 times with Pow 20 (vs. Infantry) = 100 total attack strength per round (the actual math is a bit different, but that's close enough).
Infantry attacks once with Pow 13 (vs. Infantry) = 13 total attack strength.
Mortars cost 500 and eat five supplies, Inf costs 100 and eats two supplies. But mortars are not only better at killing, they also don't *get killed* as long as there is enough infantry to protect them and prevent an enemy breakthrough.

That's the nice thing about AT's combat system: it's complicated, but mostly "feels right". Rifle infantry doesn't kill much in reality, that's what big shells are for. But without it, the enemy infantry can get to your HE throwers and kill them at ease. Try attacking unprotected tanks with infantry only, it actually works. Well, sometimes. With a simpler system you wouldn't get that effect.
So if the total weight of units in a hex is more then 100 that hex will have a combat disadvantage? or 100 weight for the whole battle? sorry its confusing i'm just trying to understand.

If you attack with more than 100 Stacking Points *per hex*, you get a penalty. Spread out more and attack from multiple hexsides. I think the defender gets a lesser penalty for overstacking. It's in the manual somewhere...
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RE: barbarossa

Post by bwheatley »

Cool thanks for takign the time to explain it :) Artilly is still pretty nice i dig it.
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December 1942

Post by bwheatley »

As 1942 comes to a close it feels like the germans might be able to hold this out after their terrible barbarossa start due to guile and the brains of the german soldier.
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RE: December 1942

Post by bwheatley »

oops forgot the pic.

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RE: December 1942

Post by bwheatley »

A very effective naval blockade it appears!
Or maybe not?

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RE: December 1942

Post by bwheatley »

Update winter has fallen i have to get some troops inland to start taking care of these Partisans. I also have to be careful of my manpower i will be stretchd thing in another year or so but hopefully it wil be ok after that.
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RE: December 1942

Post by bwheatley »

Jan 1943

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RE: December 1942

Post by bwheatley »

Crap the west just upgraded to Fighter IV so i need to get on that to keep from getting overwhelmed or i could just give up and let them attack.
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RE: December 1942

Post by bwheatley »

West has dumped their guns and moved to start invading russia from the urals.

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RE: December 1942

Post by bwheatley »

This turn we moved into russia deeper we're one hex from kharkov. In the south it looks like allies dropped paratroopers in upper italy and took milan and another city along with some partisans. So i have to sweep back through with the hand of god and destroy them. Also worked on trying to crack out mortars and arty :).
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RE: December 1942

Post by bwheatley »

oop scomputer crashed so starting this turn over!
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RE: December 1942

Post by bwheatley »

At least in the East my luftwaffe can kick ass and take names still.

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At the gates of kharkov

Post by bwheatley »

At the gates of kharkov are the 1st and 2nd SS panzer divisions. The 3rd SS Panzer Division holds the cross roads. Going to move arty up and start bombing that city hope to take it within a couple weeks.

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RE: At the gates of kharkov

Post by bwheatley »

Feb 1943

At this rate the western france area will be fighterless!

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