Last minute check list, first GC T1

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rolypoly
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Last minute check list, first GC T1

Post by rolypoly »

1 Bombed airfields - check (5,400) soviet losses

2 Moved AGN, AGC and AGS (HQ´s and fdb´s) check

Anything else I should do? I´ve only played road-to scenarios this far. Is there anything VERY serious stuff I need to attend to before ending the turn?
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Josh
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RE: Last minute check list, first GC T1

Post by Josh »

Do airsupplies? Your panzers really need every drop of fuel they can get.
And I always press Ctrl-9 for checking and re-checking if I used the FDB's or not, you do *not* want to forget a railroad build turn.
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karonagames
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RE: Last minute check list, first GC T1

Post by karonagames »

Go to the commander's report and check the "DtHQ" column to make sure all units are in C&C range.
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PeeDeeAitch
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RE: Last minute check list, first GC T1

Post by PeeDeeAitch »

I usually offer to surrender the 1st turn, but no opponent has taken me up on it.
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Jajusha
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RE: Last minute check list, first GC T1

Post by Jajusha »

ORIGINAL: PeeDeeAitch

I usually offer to surrender the 1st turn, but no opponent has taken me up on it.

It's a trap!
KGrob
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RE: Last minute check list, first GC T1

Post by KGrob »

ORIGINAL: rolypoly

1 Bombed airfields - check (5,400) soviet losses

2 Moved AGN, AGC and AGS (HQ´s and fdb´s) check

Anything else I should do? I´ve only played road-to scenarios this far. Is there anything VERY serious stuff I need to attend to before ending the turn?


I bombed the crap out of those airfields and could manage less than 4000 at best. I must be doing something wrong there.

Also, I looked up AGN, AGC, and AGS and couldn't find what they meant...and it sounds important. I just started playing so I'm sorry if I should know that sort of thing.
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Mynok
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RE: Last minute check list, first GC T1

Post by Mynok »


Army Groups...North, Center and South.

4000-5000 destroyed planes is a good result. I usually start with the most distant ones and move closer from there. Bomb until there's nothing left is my motto. Also, if you hold shift down when you left click the airfield to attack, it will present a list of groups to send in.
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KGrob
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RE: Last minute check list, first GC T1

Post by KGrob »

ORIGINAL: Mynok


Army Groups...North, Center and South.

4000-5000 destroyed planes is a good result. I usually start with the most distant ones and move closer from there. Bomb until there's nothing left is my motto. Also, if you hold shift down when you left click the airfield to attack, it will present a list of groups to send in.

Re: AGN, etc.---I'm such a noob. Thanks. After you explain that, it seems obvious.

Re: aircraft destroyed...all right, well I feel a little better there. I spent a lot of time on that, probably a couple hours...reading the manual...looking at the forums...then trying to do what I thought it meant...rinse, repeat. I think it seems as though I destroyed something like (from memory) a little more than 3900.

Right now, I'm trying to figure out how rail repair works (another hour there, I guess I'm slow). I think I have it mostly. At least I figured out how to manually move my FBD unit onto the damaged track and where to press on the unit info to schedule the repair.
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rolypoly
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RE: Last minute check list, first GC T1

Post by rolypoly »

More questions from me also:

Does it help to lower overall armygroup´s TOC% to keep panzer groups refit faster, and vice versa?

How much it helps, and what does it help excatly, when you leave a panzer group, with mp.s depleted to refit mode and leave the rest alone? (I have learned the way to keep my army withing good supply but haven´t really paid attention to the refit-button)

When do I have to start paying attention to production and what kind of attention I should pay? I live in assumption, that I cannot interfere with the manufaction of better AT-weapons from the turn 1? Like give em pak 42´s and winter gear...

What is the optimum fatigue level to my air groups? After the 1st turn air field bombings, I called off all other operations and hope to see them ready to action in turn 2? How much they recover fatigue when, let´s say I ground my Luftwaffe for a whole week and start air missions on turn 3 (and use turn 2 only to move my airfields closer, i mean, how much this transition fatigues my lw)?

Thanks in advance.... a lot of quizzes there :)
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KGrob
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RE: Last minute check list, first GC T1

Post by KGrob »

Here's another question.

Problem: I surround units with territory that is controlled by me and when I attack some of those units, they "route" and turn up somewhere way off in their own territory.

I've surrounded some larger groups of enemy units and I don't want them to get away.

Question: How do I keep the buggers from getting away? Do I need to occupy every single hex around a group to keep them from slipping out? Or is it simply not possible to keep a routed/defeated unit from appearing somewhere else?
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rolypoly
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RE: Last minute check list, first GC T1

Post by rolypoly »

ORIGINAL: KGrob

Here's another question.

Problem: I surround units with territory that is controlled by me and when I attack some of those units, they "route" and turn up somewhere way off in their own territory.

I've surrounded some larger groups of enemy units and I don't want them to get away.

Question: How do I keep the buggers from getting away? Do I need to occupy every single hex around a group to keep them from slipping out? Or is it simply not possible to keep a routed/defeated unit from appearing somewhere else?

U need to cook the pocket - after you surround the enemy (press e-key and check that every zoc is cut off), you have to wait untill next turn. If the pocket holds, then you can wipe out the units inside the pocket.
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delatbabel
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RE: Last minute check list, first GC T1

Post by delatbabel »

You need to surround enemy units on one turn, and then attack them causing them to surrender the next turn.

http://www.witewiki.com/index.php/Surrender
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randallw
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RE: Last minute check list, first GC T1

Post by randallw »

ORIGINAL: rolypoly

More questions from me also:

Does it help to lower overall armygroup´s TOC% to keep panzer groups refit faster, and vice versa?

How much it helps, and what does it help excatly, when you leave a panzer group, with mp.s depleted to refit mode and leave the rest alone? (I have learned the way to keep my army withing good supply but haven´t really paid attention to the refit-button)

When do I have to start paying attention to production and what kind of attention I should pay? I live in assumption, that I cannot interfere with the manufaction of better AT-weapons from the turn 1? Like give em pak 42´s and winter gear...

What is the optimum fatigue level to my air groups? After the 1st turn air field bombings, I called off all other operations and hope to see them ready to action in turn 2? How much they recover fatigue when, let´s say I ground my Luftwaffe for a whole week and start air missions on turn 3 (and use turn 2 only to move my airfields closer, i mean, how much this transition fatigues my lw)?

Thanks in advance.... a lot of quizzes there :)

Yes, you cannot change what is manufactured. If you start running low then you may have to choose which units will get priority on replacements ( use refit mode ) and which don't.
CheerfullyInsane
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RE: Last minute check list, first GC T1

Post by CheerfullyInsane »

ORIGINAL: rolypoly

More questions from me also:

Does it help to lower overall armygroup´s TOC% to keep panzer groups refit faster, and vice versa?
Not sure I understand the question.....
If you mean, will lowering the MaxTOE of an army-group help getting more tanks to the front, then no.
The number of tanks produced is more or less fixed.
Lowering the TOE of some units can help other types to get produced faster, but only when both types uses armament-points. For example, lowering the TOE of artillery-units can push the production of more infantry, which becomes essential to survive the '41 blizzard.
But tanks and airplanes have their own separate factories and production-system which doesn't use armament-points, so in this case it won't help.
Besides, even if there were more tanks available, the problem for the panzers in '41 is that they're so far ahead of the railheads, that even refitting usually doesn't help.
How much it helps, and what does it help excatly, when you leave a panzer group, with mp.s depleted to refit mode and leave the rest alone? (I have learned the way to keep my army withing good supply but haven´t really paid attention to the refit-button)

They're two different things. MPs are based on a lot of things. Leadership, fatigue and most importantly supply.
Keep your units within command, and use your transports to fly extra fuel in for your panzers.
And of course, keep building the RR network.
Refit has to do with replacements. Basically a unit on 'refit' has first choice of any replacements coming in.
If anything is left over from that, everyone else gets their share.
Again, keeping units in command (and preferably on a railhead) helps getting units refitted faster.
Also, if you have new equipment in your pool, units on 'refit' are more likely to receive the upgraded stuff.
Conversely, it won't help putting everyone on 'refit'. That just means everyone has first choice.

When do I have to start paying attention to production and what kind of attention I should pay? I live in assumption, that I cannot interfere with the manufaction of better AT-weapons from the turn 1? Like give em pak 42´s and winter gear...

If you're playing the Germans, you don't pay attention. [:)]
Only thing you might keep an eye on is whether new tank-models are in the pipeline, and whether you have any particular units you'd want to upgrade first.
But for the first few games, pay no attention to it, it'll run fine on auto.
What is the optimum fatigue level to my air groups? After the 1st turn air field bombings, I called off all other operations and hope to see them ready to action in turn 2? How much they recover fatigue when, let´s say I ground my Luftwaffe for a whole week and start air missions on turn 3 (and use turn 2 only to move my airfields closer, i mean, how much this transition fatigues my lw)?

Thanks in advance.... a lot of quizzes there :)

Not sure what optimum is. In '41 I fly 'em till their wings drop off. They can rest when the mud hits. [:D]
But fatigue subtracts 1/3 of a percent for every fatigue-point. So 60 Fatigue would mean a 20% decrease in effect.
What level of decrease you're comfortable with is up to you.

EDIT: Typo-corrections.
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Josh
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RE: Last minute check list, first GC T1

Post by Josh »

Refit works especially well when on a repaired railroad, if the unit is too far away from supply refit doesn't work as it doesn't get there.
So sometimes when an unit is pretty much wasted, tired and shot up, I move it back to a RR, put it to refit and within two turns it's 100% (or almost)
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rolypoly
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RE: Last minute check list, first GC T1

Post by rolypoly »

thank you guys! these replies were most helpful!
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