AGS Turn 1 Moves
Moderators: Joel Billings, Sabre21
RE: AGS Turn 1 Moves
That's what I suspect. Trust me, I tried railing on every Soviet I could. Nothing available.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
Well, at least they will die on turn 2 then. Was just checking. That one looks good until you broke it. LOL.
Just zip your save file at end turn 1 and embed it, then we can all break it. LOL
One thing I learned doing mine, was that combat is very random, I had 1 unit take 3 hasty and a deliberate attack before it budged and then held when I popped him after the retreat.
Just zip your save file at end turn 1 and embed it, then we can all break it. LOL
One thing I learned doing mine, was that combat is very random, I had 1 unit take 3 hasty and a deliberate attack before it budged and then held when I popped him after the retreat.
RE: AGS Turn 1 Moves
Here's my save at the end of German turn 1. Love to see what anyone can do against this. I'd also like to try countering it in the German turn 2.
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- testAGSOnly.zip
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"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
Cool. Let me take a gander at it.
RE: AGS Turn 1 Moves
I didn't break it on turn 1. Of course, there was no pocket, just a cut of the rail line. Turn 2 Soviets broke my pocket. But like I posted above, that could have been prevented by proper positioning of the panzer division.
What I didn't try, but suspect would fail anyway, was to rail out Soviets after I'd retaken the rail line (which I did). It should remain unrepaired however, and thus useless to the Soviets.
What I didn't try, but suspect would fail anyway, was to rail out Soviets after I'd retaken the rail line (which I did). It should remain unrepaired however, and thus useless to the Soviets.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
What did you do with the Kovel Soviets? Looked like they could rail out all of the armor anyway, which is unfortunate. Pushing the Rumanians up like that on turn 2 is interesting. I would think there are some Russian units in the area that could lay the lumber on them and reopen the pocket again. Will have to play with the save when I get a chance.
Good stuff.
+1
Good stuff.
ORIGINAL: Flaviusx
I really like this topic, btw, we should have more of these, with operational problems and solutions, this is great stuff.
+1
RE: AGS Turn 1 Moves
Here's another try. This is a different Soviet turn 1. Tried to prevent the big pocket here.

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
You'll notice the Kovel Soviets moved back, including putting the rifles in the swamps. you'll also notice I got a rifle into Tarnopol. This would prove interesting for the Germans.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
And now the German turn 2. The Soviet attempt to prevent the pocket fails, but there might be possibility of a break. It will depend on attack factors.

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
Ok, here's what I came up with, Mynok. Did this on the fly, it's pretty sloppy.


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- Sovt1.jpg (595.37 KiB) Viewed 220 times
WitE Alpha Tester
RE: AGS Turn 1 Moves
Here's the file:
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- testSWFront.zip
- (2.25 MiB) Downloaded 5 times
WitE Alpha Tester
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RE: AGS Turn 1 Moves
ORIGINAL: 2ndACR
Mynok, you said all you have to do is go 2 hexes SE of Tarnopol? What about the rail that runs along the Romanian border?
If you do not cut that, they are still in supply and not isolated. I know you cut it on turn 2, but turn 1 the Ruskies could rail alot of units out.
REF Romanian border rail line
You'll notice in game any rail line directly next to an enemy will (when repaired) be green with a white line thru it.
You can't use that line for train travel or have it function as a railhead for supply purposes.
So in game you always have to take an extra hex so they enemy no longer has a ZOC on your rail line
RE: AGS Turn 1 Moves
Okay, I am using a version of the "Mynok Gambit in a PBEM. Let us see if this works. It is a variation due to some attack dice rolls that were not perfect.
I am crossing my fingers. I don't think he can break it and will be isolated on turn 2.
It is in my game with Oleg, AAR now started.

I am crossing my fingers. I don't think he can break it and will be isolated on turn 2.
It is in my game with Oleg, AAR now started.

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- Mynokgambit.jpg (285.3 KiB) Viewed 219 times
RE: AGS Turn 1 Moves
ORIGINAL: Flaviusx
Ok, here's what I came up with, Mynok. Did this on the fly, it's pretty sloppy.
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Interesting! Looks like you railed in some rifle divisions down south.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
Mynok's approach is interesting, I think I still prefer diverting 46th Pz Corps down south to support a deeper thrust.
I don't have enough experience to know how fatal this is to the German effort. In PBEMs taking Moscow is probably out of reach anyway, so the question is whether you need those Panzers to get CLOSER to Moscow, or maybe you are better off having more Panzers south of the Pripet in order to clear the Resource centers in the Ukriane.
You could also argue that the Ukraine offers better opportunities to encircle and destroy Soviet units, which has to be a top priority in the '41 campaign.
I don't have enough experience to know how fatal this is to the German effort. In PBEMs taking Moscow is probably out of reach anyway, so the question is whether you need those Panzers to get CLOSER to Moscow, or maybe you are better off having more Panzers south of the Pripet in order to clear the Resource centers in the Ukriane.
You could also argue that the Ukraine offers better opportunities to encircle and destroy Soviet units, which has to be a top priority in the '41 campaign.
RE: AGS Turn 1 Moves
There's no doubt the south is panzer country. In my GC against the AI, I did divert 2nd panzer south, but I did it through Gomel, not from the start. I needed every one of those 2nd panzer divs to get a bridgehead over the Dnepr before the Soviet line solidified. Against a human, I would need them even more.
I'm getting ready to try turn 2 against that move of Flaviusx's.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
If you can bag SW front with just one extra panzer corps, I'd say it's worth it. Although if Mynok's approach works, then that might not be necessary. The extra power from that corps basically guarantees the result and quickly.
WitE Alpha Tester
RE: AGS Turn 1 Moves
Grr....my German turn against your move is on hold while I try to figure out why my serial # doesn't work under 1.02. [:@]
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: AGS Turn 1 Moves
Dammit.
This might be my fault. Testers are several beta versions ahead of what's been released, there may be some compatibility problems. We just had a comprehensive update yesterday.
This might be my fault. Testers are several beta versions ahead of what's been released, there may be some compatibility problems. We just had a comprehensive update yesterday.
WitE Alpha Tester
RE: AGS Turn 1 Moves
No, I just updated to 1.02 because it fixes the Rumanian movement problem. I had been running 1.01.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown