Defender of the Revolution: Q-Ball v Tarhunnas

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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by vlcz »

around Vishny Volochek, I am attacking; weak sector, plus I want to cut the rail line....
I am also attacking heavily south of Stalino...

I would be wary with those sideshows, it is easy be driven by an "attacking because I can" mood, but those forces sometimes could be better used as reserves for the main effort.

Soviet attacks are basically casualties exchanges, concentrating your force in few areas concentrates his casualties.

And if you suceed in the kharkhov operation he will retreat from stalino indeed.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Q-Ball »

Turn 24: Last Before Blizzard


D-Day
Tarhunnas had a brain fart, because he left Ochakov completely uncovered. In our game, we have a house rule limiting Amphib landings to 3,000, which I did. That's still enough, though, to get 2 Divisions and 2 Bdes ashore, and cause havoc. This will really be a problem for him.

He really has 3 choices, all pretty horrible: 1) Divert a Panzer Corps, and attempt to wipe out my guys, 2) divert about 6-8 units to contain them, or 3) ignore them while they rampage the railway.

Lesson to all Axis Players: Drop a Romanian Division in Ochakov sometime during Mud. If they are dug-in, they can't be moved.

Elsewhere:
Not much to report; I made one failed attack, and then thought: Why expend energy now, when I can hit some units next turn that are depleted? So we didn't attack.

We moved all kinds of units stacked up on the front. I hate to tip my hand like that, but I want as many MPs available as possible, and at any rate, it's not easy to shift units in Blizzard.

I am holding Reserve Divisions behind the front, and forming 2nd Shock Army around Voronezh. I don't have the HQ yet, but I am holding some 2-4 CV Rifle units for 2nd Shock. By the time I get the HQ, I should have a good idea on destination.

Losses to date:
I forgot to take screenshots, but the Germans are up to 870,000 in losses before the Blizzard; we topped 3.4 mil.

Current OOB: Germans at 3.3 mil, and we just topped 5 mil.

Blizzard: With the Crimea bulge, and big pushes on either side of Kharkov, plus several line-extending ideas I have, I foresee that Tarhunnas is going to pull off the Sea of Azov, and back toward Dnepropetrovsk. In fact, the way he has his units arranged makes me think he is thinking this. Not sure. but I think he's going to have to surrender alot of ground here.

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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Mehring »

I'd say getting 9 of his Divs along the Dnepr is a triumph of sorts if you can attack elsewhere.

Your air losses are around average in my experience, but I would have wanted to bag another 1000 or so German planes by now.

That's a nice trick detailing the Axis rail net. Think I'll borrow that.

Some comparisons with T25 of my current

air war-

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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Mehring »

...and production. I made no effort to conserve armaments and really was a bit uneconomical with my arty SU construction. On the other hand I lost the Leningrad factories so they weren't eating anything.

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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Sabre21 »

In the future amphib operations will be limited. The 3000 pts per turn I think will also include transport ability from what I gather from Pavel. That figure may change slightly one way or another. From what he tells me, there probably will be no amphib operations outside of the Crimea, so attacking that one port like you did might not be doable in future patches (1.05?)
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Q-Ball »

T-25: First Turn of Blizzard

Overall, I was pleased with the turn, and I think I am presenting Tarhunnas with some serious problems, incluidng a few units that will have to be rescued.

TACTICAL PLAN: One of my objectives is to get German units in a "Bear Hug". Rarely do you have the mobility to completely surround a unit, but by putting divisions on either side of it, the Wehrmacht Infantry can only move 1-hex Backward. If the flanks around that divisions are being pushed back faster than that, eventually that unit will be surrounded and destroyed. This is the plan; I put several units in "Bear Hugs" this turn. They will all be rescued, but I hope to get Tarhunnas in a continuous Hug-Rescue-Hang-On loop that will cause massive German losses on ground he doesn't want to defend.

North:

The Finns are attacking Leningrad Front. I have really not given them anything, because there isn't much up there. At some point I will have to address that, like if the Finns are approaching Cherepovets, but aside from that, I don't care.

Around VISHNY VOLOCHECK, I already cut the rail line from Leningrad to Moscow. I probably will not reinforce this area, but I would like to at least re-take Torzhok and Vishny, because I might be able to hold them long-term, and reap the Manpower

In front of MOSCOW, Tarhunnas fell back 2 hexes, so my advances were limited. The Troops in front of Moscow are not very strong, and I don't see any reserves. I wonder if he is giving up Moscow. I hand't planned on a direct push on Moscow, but we're going to push if he's going to let us. In about 2 turns, he has to fight or let me have it.

Center:
The Germans pulled out of the salient from Ryazan to Tula, and abandoned Ryazan. There is a Panzer Army defending Tula, as he needs that rail junction, so I am pushing on them.

Further south, I have a good breakthrough going north of OREL, taking over the first line of forts and going 2-hexes deep along that front. This attack is Northwest, which should force him to either lengthen his lines, or further pull back between Moscow and Tula.

Kharkov: This is a major objective; I have a good start on each side of town.

North of Kharkov, and south of Kursk, 1st Shock Army blew away the German front. We are rolling here. Belgorod also was surrounded; temporarily for sure. Tarhunnas is shifting his Mountain units NORTH toward this break; that will slow 1st Shock for sure, though open up possibilities further south.

South of Kharkov, SW Front is accross that river, which disappears next turn anyway in the Snow. There is a Panzer corps south of town.

South:
This is where things are getting out of hand for Tarhunnas quickly.

See picture, we are pinching Stalino; if things go well on the flanks, I think we can HUG and overrun a unit or two as they withdraw to the West.

I have a CAVALRY ARMY forming and moving forward here; this Army consists of 4 Entire Cavalry Corps that I have been hoarding, with Sapper and tank attachments. These guys are going to be trouble for the Germans........

On the CRIMEA front, Tarhunnas has now committed a total of 19 German Divisions. So, if I wanted to divert troops, missions accomplished. We broke through defenses south of the Dnepr, which weren't terrible strong, further evidence I think he is doing a major pullback.

The landing around Ochakov, though, is going to turn into my Dunkirk! Tarhunnas has 4 divisions there now, and bombed the port to bits, so I can't get the units out. They are on beachhead supply now. I think they are toast; 2 divisons, plus 2 tank Bdes. Oh well, at least they tied down some Germans.

Reserves:

Given that my units around Stalino are likely to be doing more marching than fighting, I am moving all my reserves from this area to KURSK. I want to push west there, and create a massive bulge that will stretch his lines. This is one reserve army.

Another Reserve Army, 2nd shock, is forming around Voronezh. Next turn I will pick a destination, but there are many tempting choices......

Panzers: As a sign that Tarhunnas is stretched, nearly all his Panzers are on the front. I haven't done a head-count, but I think only a few units are unaccounted for. This is good: The longer they spend outside, the better. I will also make a point of attacking these units to lower their morale; this turn, we successfully attacked 6 Mobile units, including an SS unit.

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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Q-Ball »

BLIZZARD: Objectives and Numbers Update

OBJECTIVES: My objectives in the Blizzard are pretty simple.

First and foremost, is to equalize our armies. Accomplish this primarily by:

1. Forcing Wehrmacht to keep units in open, where they will lose morale. I specifically want the Panzers to spend the winter outside.
2. Forcing Wehrmacht units to retreat, losing more morale. Again, Panzers come first
3. Killing Germans
4. Frequent attacks to help units acheive GUARD status

From a long-term production standpoint, I am concerned about MANPOWER. Capturing ground in the Winter should help address this somewhat.

First, by creating space, I can protect the industry and Manpower that is still undamaged in Russia, trading space for time.

I also hope to long-term hold some of the ground I take. This is probably more likely up north, rather than the South, where I'll probably end up surrendering any gains. I need to hold Manpower at least 17 turns to realize any benefits (so they repair). At least if I take some centers, they will re-migrate if the Germans take it back. Every little bit helps.

MERGE: My former opponent gave me an interesting tip: He kept his Winter offensive going extra long, by MERGING Rifle Brigades into his attack units. This allowed alot of units enough attacks to reach GUARDS status, where they might wear out otherwise. It also kept the momentum going.

I have alot of Rifle Brigades with 800 or 1,000 men. Few are on REFIT, and I was mostly planning to use them as diggers, until I could create divisions with them. But this MERGE idea is interesting; I ditch a non-useful unit cluttering the map, and give a Rifle Division a shot in the arm. Or in the case of Naval Bde, which I can't combine into Divisions anyway, a BIG shot in the arm!

I would like a few Brigades as diggers in 1942, but I think most of them are going to be used as Replacement Units during my offensive.

What do you guys think of that tactic?
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Mehring »

MERGE: My former opponent gave me an interesting tip: He kept his Winter offensive going extra long, by MERGING Rifle Brigades into his attack units. This allowed alot of units enough attacks to reach GUARDS status, where they might wear out otherwise. It also kept the momentum going.
I'm curious to see how this pans out. Avoiding refit till April 1942, I use brigades primarily to dig and to prevent fort degredation. Then they make usefull substitutes for the 3rd division in rifle corps formation.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Flaviusx »

I'm wary of merging rifle brigades. In the long run, this just reduces your army size. You can get something like 75 new rifle divisions in May 1942 by keeping those brigades around -- enough to fill out a good half dozen reserve armies. This is like a 20% increase in the numbers of rifle divisions, and a 450 rifle division Red Army is going to eventually become a 150 rifle corps Red Army.

I do abuse the merge fuction with tank brigades later on, though. Since you get way more of these than you need or can logistically afford to convert to corps.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Encircled »

Not a bad idea, though it would probably depend on just how successful your blizzard offensive is.

If you are on the verge of a massive breakthrough, then it might well be worth doing

Its the constant problem of balancing short term gain with long term objectives (as usual!)
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Scook_99 »

Well, one tactic my friend does to me when he plays USSR, put 2 of the better generals on Front Headquarters, and attach 72 points worth of units to both, bypassing any army headquarters. He pushes hard in two spots and rotates out unready troops and bringing in fresh troops attached to the same HQ. He can keep the offensive up just about at long a the 1st winter lasts. The jury is still, but it does have some good push at those spots from my German viewpoint. He still does have some rifle brigades around to merge, but he does say he keeps it limited for just his better divisions.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Q-Ball »

ORIGINAL: Flaviusx

I'm wary of merging rifle brigades. In the long run, this just reduces your army size. You can get something like 75 new rifle divisions in May 1942 by keeping those brigades around -- enough to fill out a good half dozen reserve armies. This is like a 20% increase in the numbers of rifle divisions, and a 450 rifle division Red Army is going to eventually become a 150 rifle corps Red Army.

I do abuse the merge fuction with tank brigades later on, though. Since you get way more of these than you need or can logistically afford to convert to corps.

I appreciate the issues that raises, merging Rifle Brigades. It's a balance.

I am still going to do it, I think, though I may limit the practice to Naval Infantry Brigades. They can't be upgraded to divisions anyway, and most of them have 4,000-ish troops, and that's a big shot in the arm. Alot of the Rifle Brigades have less.

It's a tradeoff, if I go crazy with Merging, I may regret it later.

T-26, Blizzard Turn 2:

I think I made good progress again. Though the Germans aren't falling apart anytime soon, we have a couple good situations cooking.

In general, I am concentrating on attacking PANZER units, by that I mean Panzers and Mot Divs.

This turn, Tarhunnas left several FORT ZONES in places they could be attacked. I think he'll be more careful to disband them next turn, because I destroyed 6 of them, which is expensive for the Germans. Those guys surrender, which is real bad for them.

Even worse, this turn I have isolated 3 Divisions; this time, I think it will stick, adding more POWs to the bag.

German losses just topped 1 mil for the game.

NORTH:
The FINNS continue to attack up north. I don't care too much, though I may have to send a couple divisions up there, which is probably what Tarhunnas wants.

Around VISHNY VOLOCHEK, I have surrounded an infantry division. This is the same divisions that I "Bear Hugged" the turn before, but inexplicably, they didn't withdraw. They paid for that, and will probably end up in the Gulag.

Around MOSCOW, I am making some progress, by smashing into the German lines. My losses have been pretty high, but the Germans look thin, and I want to keep the pressure up.

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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Q-Ball »

T-26, South:

This is the more interesting sector, as we are focusing our best units south of Tula.

The 1st Shock Army has torn open the front east of Sumy. I am pushing here, simply because it is the most Western bulge in the line, and I want to stretch the line out, forcing Tarhunnas to abandon big chunks of space, or stretch the line out, or both.

I am committing 2nd Shock Army north of this sector, around Kursk, to add to the push. There isn't a big railnet in this area, so I should make good progress. I predict this will become Tarhunnas's biggest problem.

Look at STALINO: I have surrounded 2 division here. One of them is the SLOVAK division, which is particularly important. If I destroy it, it's gone forever. It's a valuable unit, because it's mobile, and because the Slovaks don't have a Manpower issue, and can suffer losses without problems. Killing that unit is KEY! And maybe better than getting a Panzer unit, which does grow back.

In the CRIMEA front, there is a solid wall of 16 German Divisions now along the Dnepr. He must really want to hold it. I am pushing on the other bank, but it's slow going. At least I pulled off alot of Germans for this front.

Ochakov Landing: This 4-unit landing is turning into a mini-disaster for me. The units are on beachead supply or isolated, and should all surrender next turn. About the only thing I gained was diverting a couple Germans divisions for awhile.

That's the last Amphib landing I do for awhile!

German Reserves: I think I'm doing well so far this winter; not because of big gains, but because I forsee a German collapse. The reason I think this: He has almost no reserves. About 2 Panzer Corps are unaccounted for, but other than that, everything is at the front. So, if I get just some of his units UNREADY, or lengthen the front a few hexes, it will be a rout.

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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Scook_99 »

Wow, what an awesome display of military principles. Your esteemed opponent ignored security (not digging in, and waiting too long to deal with the lower Dnepr river). What a nice reversal, for now. The downside for you is he can fall back a long ways, and you know how that Russian supply keeps up this part of the war. This game should prove to be a very interesting 1942.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Mehring »

Your experience with amphibious landings concurs with my own, and mine didn't even have the protection of December weather. A general rule, then, don't expect great things from such landings or comit to them anything you aren't prepared to lose.

It sounds to me like the Axis are determined to anchor their line on the Dnepr in the south, and withdraw the centre to it. In which case, I'd withdraw any fat on the line at the end of December and add it to the mainland formations effecting a linkup.

I'd guess the trapped divisions are sacrificial, to occupy you and give the main body time to withdraw to, and establish a new defence in the west.
Focus on the Sumy area as well as breakthroughs between Orel/Kursk/Belgorod/Kharkov sounds good to me. As German I'd be very reluctant to give these cities up without a fight.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Flaviusx »

You are doing well with your cavalry corps. This is how it's done.

So far as the naval brigades go, I actually wind up using those for either digging or garrison duty in cities and ports in the rear. I'm pretty fanatical about garrisons; you saw what happens when you don't do this in Moscow. A well dug in naval brigade in urban terrain will stop a panzer raid cold, they cannot take that off the march in a coup de main.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Ketza »

Sometimes it looks worse for the Axis then it actually is. He is having issues no doubt like all Axis do in the winter but its far from a collapse.

Its curious that he left the fort units out for combat. He should know better.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Flaviusx »

I'm not seeing a collapse here either. But it's looking to be a very solid winter counteroffensive, with plenty of opportunities for making guards units.

That's actually my number one priority in the blizzard, btw. Hitting my guards conversion cap. (And in the case of the cavalry, flipping as many of those to guards as possible, since they have no cap. 16+ guards cavalry corps is no joke.) Raising your army quality is the most important thing in the long run. (Yes, I keep talking about the long run. Converting the Red Army into the potent late war offensive instrument is a long process that requires you to think months and even years ahead.)

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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Ketza »

ORIGINAL: Flaviusx

I'm not seeing a collapse here either. But it's looking to be a very solid winter counteroffensive, with plenty of opportunities for making guards units.

That's actually my number one priority in the blizzard, btw. Hitting my guards conversion cap. (And in the case of the cavalry, flipping as many of those to guards as possible, since they have no cap. 16+ guards cavalry corps is no joke.) Raising your army quality is the most important thing in the long run. (Yes, I keep talking about the long run. Converting the Red Army into the potent late war offensive instrument is a long process that requires you to think months and even years ahead.)


I agree with you 100%. There will be no better time for cheap wins then the Blizzard for the Soviets. Its the time to drive hard.
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RE: Defender of the Revolution: Q-Ball v Tarhunnas

Post by Q-Ball »

RE: GUARDS CONVERSIONS

That is good feedback Flavius, and I absolutely want more Guards Units. I have 1 Div. already (and about 2-3 more are eligible), and with 11 more rounds of attacking to go, I should have my chances.

Question: How much do you micromanage wins? The only way to see # of wins is on the Unit Screen. It's tedious to look up all the units about to POP, then making sure they join easy combats to rack up wins. Is this what you do?

RE: CAVALRY, this one is tough. So far I am NOT using Cavalry much to attack, because I want to conserve strength. Yet, if I want some Guards, I need to attack something. It's tricky. The only attacking I did this turn with Cav was a few attacks against units that were already hit and out of trenches, i.e. easy targets. But that's not always easy. The only other way is to "Piggyback" on easy Infantry attacks. Plus, I need to conserve their MPs for exploitation, which is what they are best at.

RE: AIRBORNE, I have tried to conserve my PARA units, because I eventually want to flip them to GUARDS. I lost my only transport factory, and at any rate, I'm not that sold on Para Drops. I am sold on Guards Rifle Divisions, so this seems like a better use of them. I have 23 Para Units, which is 7 Guards Divisions, plus a couple extra in case I do want to make a drop at some point.

QUESTION: In MARCH 1942, you can combine Paras for Guards Rifle Divisions. In MAY, they combine to Guards Para Divisions. Is there any advantage to waiting for PARA Divisions? Are they stronger? Or are you better off just making Rifle, since they can combine into Rifle Corps?

ONE OTHER QUESTION FOR THE GALLERY: I know a couple threads are out there on Red Army Airforce Management. I can't find them. Anyone have a link, or a few principles?

I have alot of air units accumulating in the pool, and I wonder if it's wise to deploy them all ASAP.

In general, I am doing the following, just to keep things straight:
IAP: All Fighters
SAP: Mix of Fighters and Ground Attack
BAP: Bombers/Ground Attack
WS: Recon, Air Transport, Partisan Drops, Night Bombing

Questions:

1. Does it matter if an AIR HQ is attached to a Front? Does that mean it will be more likely to support the operations of that front?
2. What do you do with all the Long-Range HQs and Airbases? (In general, I am trying to keep the IL-4s out of the front, or only used for Partisan Drops, until I want to long-range bomb more)
3. Some Fronts have tons of airbases at start (Like Leningrad Front, with 2 whole air commands). Some have NONE at all. Do you shift them around alot to even them out?

In terms of Air Production, I have plenty of everything it seems, but I haven't really pushed out a ton of planes. I suspect my IL-2s and Pe-2 production is not up to snuff since I lost Moscow. I have piles of fighters though.
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