GPW v5 6 player - German AGN View

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Jeffrey H.
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RE: GPW v5 6 player - German View

Post by Jeffrey H. »

ORIGINAL: Joshuatree

"No situation maps this week because of this damn rain! Everything is sodden and covered in mud. When will it end?!? "

It will end when the snow comes and everything is frozen solid. Then you panzers can't move anyway because the russian mice have eaten away the electric wiring in your precious tanks [:D]


Only because the Germans had stacked loads of straw over the engine covers to avoid them freezing solid !

History began July 4th, 1776. Anything before that was a mistake.

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BK6583
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RE: GPW v5 6 player - German View

Post by BK6583 »

Well I see the last entry was Apr 08 so I take it this monster game isn't being played much if at all. That being said, I'm enjoying this game a great deal but even after reading the supply post over and over I still have to ask how the German and Soviet players organized their supply in this game.

The Germans have no 'Big Daddy' HQ - they instead have North, Center, South and Romanian HQs - I assume as the the Germans advance deep into Russia that I create subordinate HQ between these four HQs and their subordinate HQs?

The Soviets have STAVKA and NW, W, SW, and S HQs. Yet when I try to creat HQs in between these HQs and STAVKA to establish supply links this doesn't seem to work.

Lastly, I'm heading for what that supply primer talked about, and that is, particularly as the Soviets, I see the potential to have practically every city producing supply to keep the hoards in green. What did you do to alleviate this?
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Barthheart
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RE: GPW v5 6 player - German View

Post by Barthheart »

ORIGINAL: BK6583

Well I see the last entry was Apr 08 so I take it this monster game isn't being played much if at all. That being said, I'm enjoying this game a great deal but even after reading the supply post over and over I still have to ask how the German and Soviet players organized their supply in this game.

The Germans have no 'Big Daddy' HQ - they instead have North, Center, South and Romanian HQs - I assume as the the Germans advance deep into Russia that I create subordinate HQ between these four HQs and their subordinate HQs?

The Soviets have STAVKA and NW, W, SW, and S HQs. Yet when I try to creat HQs in between these HQs and STAVKA to establish supply links this doesn't seem to work.

Lastly, I'm heading for what that supply primer talked about, and that is, particularly as the Soviets, I see the potential to have practically every city producing supply to keep the hoards in green. What did you do to alleviate this?

This game came to a grinding halt when one of our players disappeared off the face of the earth.... hope nothing serious happened to him.....[:(]

As for your questions:

1. You could also create a supreme HQ above AGN, AGC, AGS and Rum HQ that then becomes the main supply deport. This will cost you fewer PP and centralize your supply.

2. There is a limit to how many HQ can be in a single chain. The default is 4, which I think is what was used in this scenario. So you are probably going over that limit.

3. There really is no way to alleviate this. You just have built too many supply hog units - armour and planes. Try building more infantry types and artillery (arty, AT, IG, AA). All these use less supply.

As for organizing I usually have all, or most, of the supplies go to the supreme HQ and the production of new equipement to the Army Group or Front HQ.

Hope that helps.
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
BK6583
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RE: GPW v5 6 player - German View

Post by BK6583 »

Yes! Helps a great deal! I'd to ask about research. I'm playing hot seat and both sides have in excess of 100 PPs. It's only the 3rd turn. Save those PPs? I'm tempted to go for Fighter2 as Soviets and Armor2 as Germans - but particularly for the Germans that's a steep price. Writing AARs is time consuming to say the least but one of the things I was hoping to gleen from the GPW AARs was what both sides focused on for research and unit builds. It can be a dizzying and intimidating range of choices and of course you can't build everything.
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henri51
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RE: GPW v5 6 player - German View

Post by henri51 »

ORIGINAL: BK6583

The Germans have no 'Big Daddy' HQ - they instead have North, Center, South and Romanian HQs - I assume as the the Germans advance deep into Russia that I create subordinate HQ between these four HQs and their subordinate HQs?

The Germans had OKW and OKH, so I guess it is historically accurate to put OKH under OKW and the others nder OKH, that way OKH serves as an intermediate HQ to lessen the distance penalty.

As for factories, when I played this scenario, I found it rather obvious what to fabricate: Germany needs a lot of subs against Lend-Lease and to harrass the British fleets, and for the Eastern Front, many balanced infantry units mostly horse-driven and containing something like 50 infantry, 4 mortars and SMGs or machineguns depending if they are going to attack cities or defend, and a good number of tank units typically 2 tanks with perhaps 30 infantry to defend them, and a good amount of mobile artillery units(2-4 artillery units in each), plus enough air units to keep the Red Air Force at bay and to soften up the enemy before an assault. Add some engineers to build airfields, bridges and perhaps factories if the scenario version allows it.If you are playing with special units on, build nothing but infantry and tanks in Munich, since these SS units have an additional 20% punch.

Horses are much cheaper than trucks and halftracks, so use the latter only for fast-moving armored units and perhaps for some artillery.

Keep your army groups with their HQs, give the Rumanians their own HQ under OKH, and integrate the other minors with the other HQs. Each Army group (under one HQ) typically contains a couple of tank units, one oir two artillery units, and four or five infantry units, plus maybe an engineer unit and one or two air units consisting of 3-5 each of divebombers and fighters (if the Soviets concntrate air power, it may be necessary to adapt this). It may not always be possible to maintain this ratio of forces as attrition takes its toll, but it gives the general idea. As you take losses, you can integrate badly mauled similar units together to maintain experience and fill the empty ones with green recruits to maintain your force composition as much as possible.

When and if victory in the East seems assured, the Germans should start building a fleet to invade England.

A tougher choice is the Mediterranean, which is mostly a sideshow in this scenario, and where the Axis must choose whether or not to challenge the British for control of the Mediterranean, which means diverting some units there.

Henri
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Barthheart
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RE: GPW v5 6 player - German View

Post by Barthheart »

ORIGINAL: henri51
ORIGINAL: BK6583

The Germans have no 'Big Daddy' HQ - they instead have North, Center, South and Romanian HQs - I assume as the the Germans advance deep into Russia that I create subordinate HQ between these four HQs and their subordinate HQs?

The Germans had OKW and OKH, so I guess it is historically accurate to put OKH under OKW and the others nder OKH, that way OKH serves as an intermediate HQ to lessen the distance penalty.

As for factories, when I played this scenario, I found it rather obvious what to fabricate: Germany needs a lot of subs against Lend-Lease and to harrass the British fleets, and for the Eastern Front, many balanced infantry units mostly horse-driven and containing something like 50 infantry, 4 mortars and SMGs or machineguns depending if they are going to attack cities or defend, and a good number of tank units typically 2 tanks with perhaps 30 infantry to defend them, and a good amount of mobile artillery units(2-4 artillery units in each), plus enough air units to keep the Red Air Force at bay and to soften up the enemy before an assault. Add some engineers to build airfields, bridges and perhaps factories if the scenario version allows it.If you are playing with special units on, build nothing but infantry and tanks in Munich, since these SS units have an additional 20% punch.

Horses are much cheaper than trucks and halftracks, so use the latter only for fast-moving armored units and perhaps for some artillery.

Keep your army groups with their HQs, give the Rumanians their own HQ under OKH, and integrate the other minors with the other HQs. Each Army group (under one HQ) typically contains a couple of tank units, one oir two artillery units, and four or five infantry units, plus maybe an engineer unit and one or two air units consisting of 3-5 each of divebombers and fighters (if the Soviets concntrate air power, it may be necessary to adapt this). It may not always be possible to maintain this ratio of forces as attrition takes its toll, but it gives the general idea. As you take losses, you can integrate badly mauled similar units together to maintain experience and fill the empty ones with green recruits to maintain your force composition as much as possible.

When and if victory in the East seems assured, the Germans should start building a fleet to invade England.

A tougher choice is the Mediterranean, which is mostly a sideshow in this scenario, and where the Axis must choose whether or not to challenge the British for control of the Mediterranean, which means diverting some units there.

Henri

Henri51, good points but you are talking about the wrong scenario. [:D] This thread is about the Great Patrotic War - eastern front only![8D]
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
BK6583
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RE: GPW v5 6 player - German View

Post by BK6583 »

Might be missing something really obvious here. How does one build medium tanks in this game given they cost 3000 production points and the max value of any given production center is only 2000?
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RE: GPW v5 6 player - German View

Post by SSFSX17 »

ORIGINAL: BK6583

Might be missing something really obvious here. How does one build medium tanks in this game given they cost 3000 production points and the max value of any given production center is only 2000?

It takes multiple turns.
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