
Helio's Axis AAR (v Cannonfodder Soviet)
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- heliodorus04
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RE: Reaction to Soviet Turn
Kharkov


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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
- heliodorus04
- Posts: 1653
- Joined: Sat Nov 01, 2008 5:11 pm
- Location: Nashville TN
RE: Reaction to Soviet Turn
Does anyone else find Kharkov to attract really odd battles? There’s a bit of a problem here, but I can’t imagine it’s not something the 48.Panzer corps to the south (which used buildup last turn) can’t handle. This is an unfortunate development because the 3 isolated corps are losing the full benefit of buildup this turn in MPs. But I have enough infantry to break in from the west, and most of those divisions were out of supply at the start of his, so I anticpate some great casualties on his part. I’m not bothering to pocket anything else here.
Where I’m most disappointed is in the far south with 14.Panzer and 11.Army.

I had paid a heavy cost for those hexes last turn, and I didn’t make him pay enough in giving them up.
Casualty rates were 1.25-to-1. But I do have a good bit of movement here, and I have some options available. It appears he has a fair number of strong divisions in this area that were ready to counter-attack. I’m starting to realize that 1 panzer group in the south is not a high number…
Where I’m most disappointed is in the far south with 14.Panzer and 11.Army.

I had paid a heavy cost for those hexes last turn, and I didn’t make him pay enough in giving them up.
Casualty rates were 1.25-to-1. But I do have a good bit of movement here, and I have some options available. It appears he has a fair number of strong divisions in this area that were ready to counter-attack. I’m starting to realize that 1 panzer group in the south is not a high number…
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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
RE: Reaction to Soviet Turn
About the purpose of this odd air recon west of Kiev: I don't remember an AAR where airdrops have been tried. Would it be such a smart move? And why do you think that it's necessary to guard all those rail lines? Since you probably doubled your FBDs in the south, you may have just 1 rail line that feeds all of AGS, so if it gets cut, well you may have a temporary problem for 1 turn. OTOH it is turn 12, and I guess even partisans are a minor risk that early, unless a Sov player can move those partisans around (do rules allow to move partisans? )
Can you show your RR in the south?
Can you show your RR in the south?
“Aim towards enemy“.
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- heliodorus04
- Posts: 1653
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Turn 14 Moves
So I have the start of Turn 15 here, and I'm asking for some help from more experienced German players in how to fortify (and when to spend the AP on forts) for winter. I've never survived a Blizzard, so this is terra incognita for me.


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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
- heliodorus04
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RE: Turn 14 Moves
The Valdai-to-Kalinin Sector of AGN:


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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
- heliodorus04
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RE: Turn 14 Moves
The pocket should hold, but it’s always smart to allow for the possibility that you screw up again. I’ll be upset if I have, though. One of the 2 corps here from 9.Army are re-deploying to Kalinin and the south. That frees up the 41.Panzer corps (4.Panzer Group) to re-align itself elsewhere (I haven’t decided where yet). I’m not really sure why CF tried to open this pocket. I think he lost 2 more divisions in the attempt. It wasn’t even a well defended attempt.
Before I get to the Kalinin-Ryazan axis, I have to say that I’m now convinced that what I’ve done here shows the supply model to be very problematic. I have the ability this turn to move 3 corps across the Oka at Ryazan, and if I moved 3 panzer corps across Ryazan, I could all but isolate Moscow like Pelton did in his game versus Kamil (?) on the last turn of clear.
That takes a fair bit of wind out of my sails at my performance thus far. Really what I’ve done is used the FBD-capabilities to their maximum, add in HQ Buildup like a nice burst of jet fuel, and I’ve played jiu-jitsu with the Soviet defensive plan. I did a couple of things well, to be sure (the land bridge, Leningrad’s Turn 2-5) but even that Kursk envelopment was more a matter of CF not having the familiarity with how far and fast a juiced up panzer group can go (or two, when they’re moving right toward one another). So right now I’m just saying this because I’m disillusioned a bit by the game engine. I don’t know what the alternative is, and this is definitely better than 1.04, but we’re detached a bit out of realism.
There is a problem with the hedgehog defense in this game, and the only counter to it is what I’m doing: I’ve forced CF to try to defend everything, and I’ve gone with what he’s given me. The casualty figures seem okay to me, though.
Before I get to the Kalinin-Ryazan axis, I have to say that I’m now convinced that what I’ve done here shows the supply model to be very problematic. I have the ability this turn to move 3 corps across the Oka at Ryazan, and if I moved 3 panzer corps across Ryazan, I could all but isolate Moscow like Pelton did in his game versus Kamil (?) on the last turn of clear.
That takes a fair bit of wind out of my sails at my performance thus far. Really what I’ve done is used the FBD-capabilities to their maximum, add in HQ Buildup like a nice burst of jet fuel, and I’ve played jiu-jitsu with the Soviet defensive plan. I did a couple of things well, to be sure (the land bridge, Leningrad’s Turn 2-5) but even that Kursk envelopment was more a matter of CF not having the familiarity with how far and fast a juiced up panzer group can go (or two, when they’re moving right toward one another). So right now I’m just saying this because I’m disillusioned a bit by the game engine. I don’t know what the alternative is, and this is definitely better than 1.04, but we’re detached a bit out of realism.
There is a problem with the hedgehog defense in this game, and the only counter to it is what I’m doing: I’ve forced CF to try to defend everything, and I’ve gone with what he’s given me. The casualty figures seem okay to me, though.
Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
- heliodorus04
- Posts: 1653
- Joined: Sat Nov 01, 2008 5:11 pm
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RE: Turn 14 Moves
Kalinin-Ryazan axis


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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
- heliodorus04
- Posts: 1653
- Joined: Sat Nov 01, 2008 5:11 pm
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RE: Turn 14 Moves
It appears to me that the troops north of Ryazan are not good quality. I even fought an infantry division attached to STAVKA directly. On the southeast side of Ryazan, I’m clearly at the limit of my ability to hold ground. In fact, the whole problem with the Kalinin-Ryazan axis is that it’s a lot of ground for CF and I both o hold.
Of major concern to me is the fact that the most mobile elements of the Red Army are massing at a very vulnerable point for me, along the Promya river. The supply situation for the far (NE) bank of the Oka at Ryazan are very very not good. When mud hits, everything on that far bank will be far too far away, because the closest my railhead will get over the next 4 movement phases Is perhaps 2 or 3 hexes east of Tula.
So I have to take Kolomno and/or Stupino, because only there can I get rail lines across the river for supply in a Snow offensive. EDITOR’S NOTE: At this point, I took a few days off from the game because of my birthday (Veteran’s day, too) and the release of Skyrim for the X-box (it’s aMAZing!).
So you’re not going to get nice pictures of the end of turn 14 (was it 14?). I moved elements of 24.Panzer across the Oka and cleared out a few swamp hexes SE of Moscow. That eastern edge is designed to occupy his attention. There’s one good panzer division across the Oka and the rest are glorified battalions with 20 and 30 tanks. I actually don’t think it’s enough force to occupy his attention any more than right now. There’s not much need for any additional force to keep me from advancing.
On the western edge, though, I moved in 40.Panzer (now attached to 4.Panzer Group which itself is now based near Rzhev). 46.Panzer attacked the strongpoint and succeeded in one attack, and I moved in infantry. I wish I could take a picture of the area. 9.Army and the infantry of 3.PzrGrp (V. & VI.Corps) are holding the west and are in reasonably good shape for deliberate attacks next turn. 46.Panzer is there in good shape, and the two panzer corps from AGN (not including Mannstein’s in Leningrad proper) and the 2 panzer divisions that are at near full strength have all moved in for some bashing of the forts on the western approach.
I could have moved a lot more combat power over the Oka and tried to attack from the SE, but the supply situation wasn’t good, and I would have had to use buildup a lot. I just didn’t want to exploit the system in that manner. If there’s going to be a fight for Moscow, it’s going to be very Typhoon in style, at least in the short term.
So that’s the turn… I’ll have some more posts this afternoon as I document what CF has done with his turn. His turn 14 was spent counterattacking between Ryazan and Tula, and he cut off the panzer corps on the eastern half of that Salient (it’s not alarming, but it does squash offensive operations northeast of the Oka this turn).
Of major concern to me is the fact that the most mobile elements of the Red Army are massing at a very vulnerable point for me, along the Promya river. The supply situation for the far (NE) bank of the Oka at Ryazan are very very not good. When mud hits, everything on that far bank will be far too far away, because the closest my railhead will get over the next 4 movement phases Is perhaps 2 or 3 hexes east of Tula.
So I have to take Kolomno and/or Stupino, because only there can I get rail lines across the river for supply in a Snow offensive. EDITOR’S NOTE: At this point, I took a few days off from the game because of my birthday (Veteran’s day, too) and the release of Skyrim for the X-box (it’s aMAZing!).
So you’re not going to get nice pictures of the end of turn 14 (was it 14?). I moved elements of 24.Panzer across the Oka and cleared out a few swamp hexes SE of Moscow. That eastern edge is designed to occupy his attention. There’s one good panzer division across the Oka and the rest are glorified battalions with 20 and 30 tanks. I actually don’t think it’s enough force to occupy his attention any more than right now. There’s not much need for any additional force to keep me from advancing.
On the western edge, though, I moved in 40.Panzer (now attached to 4.Panzer Group which itself is now based near Rzhev). 46.Panzer attacked the strongpoint and succeeded in one attack, and I moved in infantry. I wish I could take a picture of the area. 9.Army and the infantry of 3.PzrGrp (V. & VI.Corps) are holding the west and are in reasonably good shape for deliberate attacks next turn. 46.Panzer is there in good shape, and the two panzer corps from AGN (not including Mannstein’s in Leningrad proper) and the 2 panzer divisions that are at near full strength have all moved in for some bashing of the forts on the western approach.
I could have moved a lot more combat power over the Oka and tried to attack from the SE, but the supply situation wasn’t good, and I would have had to use buildup a lot. I just didn’t want to exploit the system in that manner. If there’s going to be a fight for Moscow, it’s going to be very Typhoon in style, at least in the short term.
So that’s the turn… I’ll have some more posts this afternoon as I document what CF has done with his turn. His turn 14 was spent counterattacking between Ryazan and Tula, and he cut off the panzer corps on the eastern half of that Salient (it’s not alarming, but it does squash offensive operations northeast of the Oka this turn).
Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
- heliodorus04
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RE: Turn 14 Moves
All of AGS


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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
- heliodorus04
- Posts: 1653
- Joined: Sat Nov 01, 2008 5:11 pm
- Location: Nashville TN
RE: Turn 14 Moves
I’m disillusioned with the game again (if you can’t tell from my recent Forum posts) because the Soviet army is just too efficient in C2. I can’t tell if I’m going to take the Donbas cities or not, but I’m going to have to make a harder effort at that, and that’s probably where my Snow offensive will happen.
He reconnected to the pocket at Kharkov again, which is bad. Something like 6 attacks and 5 ground strikes (sequentially) against the panzer division he moved. I’m on record as telling CF that I believe multiple ground attacks by small groups of air units is exploitive and I asked him to stop so we have a better game. It’s far too easy for the Soviet player to exhaust the small number of Axis fighters and then to grind down the bomber fleet. It’s bullshit, and the air war is still a wreck of colossal proportions, as is the Soviet C2 advantage. There is no competing with this full-scale hedgehog defense. It’s a NATO defensive scheme that wasn’t developed until the 1960s, but it’s fine according to the Soviet community.
This is why this is my last game of WitE until the command advantage the Soviets get is dealt with.
When you consider that my advance rate with railhead was affected by the 4-hex bug (in other words I got more distance in rail advancement than I should have been permitted to), and you consider how many units I’ve isolated, yet you still see a perfectly organized, endless hedgehog defense east of me, I conclude that this game does everything it can to make sure the Soviet doesn’t get off-balance. They know they can freely lose divisions because they come back for free (till turn 18), and they have enough manpower to fill them in time to avert disaster at Moscow/Rostov.
I’ve proved, with my 18 isolated/captured armament points, that unless you’re playing like Pelton, you’re not able to get historic armaments captured (indeed, I would not have captured any had it not been for the T10 Kursk pocket, which forced him to use rail assets to move combat units, and kept railroads in certain cities). And I think given the manpower centers I’m likely to get between now and turn 18, I’m not going to hamper the Soviet manpower situation.
Now, it’s possible I’m as bad a player as I thought when I started out this AAR, but really, I’ve made small mistakes, but this is overall my best advance ever. And yet it’s still not enough that CF feels he has anything to worry about. He seems supremely confident that all is perfectly under control for him. I see that too. I’ve failed, because the game gives lifeline after lifeline to the Soviet. The 1:1 odds advance has resulted in my most important pockets at Kharkov and Vishny Volichek being re-opened last turn. It also resulted in the isolation of my 3 corps in the Ryazan pocket, which is going to cost me a full turn (as it did last turn). It also made the casualties ratio favorable enough for the Soviet that it’s worth doing. So the Soviet gets a free attrition generator at the most key moments of the 1941 campaign. Great job, Matrix. Just when I had a chance over 3 turns to do something, you ensured the lifeline is there for CF.
It’s not that I feel I should have captured more than I have: I should have debilitated the Soviet army more than I have, but it’s still in perfect order at least east of me. I hate this outcome. I’m angry at the game designers for having put all those saves into the Soviet army.
He reconnected to the pocket at Kharkov again, which is bad. Something like 6 attacks and 5 ground strikes (sequentially) against the panzer division he moved. I’m on record as telling CF that I believe multiple ground attacks by small groups of air units is exploitive and I asked him to stop so we have a better game. It’s far too easy for the Soviet player to exhaust the small number of Axis fighters and then to grind down the bomber fleet. It’s bullshit, and the air war is still a wreck of colossal proportions, as is the Soviet C2 advantage. There is no competing with this full-scale hedgehog defense. It’s a NATO defensive scheme that wasn’t developed until the 1960s, but it’s fine according to the Soviet community.
This is why this is my last game of WitE until the command advantage the Soviets get is dealt with.
When you consider that my advance rate with railhead was affected by the 4-hex bug (in other words I got more distance in rail advancement than I should have been permitted to), and you consider how many units I’ve isolated, yet you still see a perfectly organized, endless hedgehog defense east of me, I conclude that this game does everything it can to make sure the Soviet doesn’t get off-balance. They know they can freely lose divisions because they come back for free (till turn 18), and they have enough manpower to fill them in time to avert disaster at Moscow/Rostov.
I’ve proved, with my 18 isolated/captured armament points, that unless you’re playing like Pelton, you’re not able to get historic armaments captured (indeed, I would not have captured any had it not been for the T10 Kursk pocket, which forced him to use rail assets to move combat units, and kept railroads in certain cities). And I think given the manpower centers I’m likely to get between now and turn 18, I’m not going to hamper the Soviet manpower situation.
Now, it’s possible I’m as bad a player as I thought when I started out this AAR, but really, I’ve made small mistakes, but this is overall my best advance ever. And yet it’s still not enough that CF feels he has anything to worry about. He seems supremely confident that all is perfectly under control for him. I see that too. I’ve failed, because the game gives lifeline after lifeline to the Soviet. The 1:1 odds advance has resulted in my most important pockets at Kharkov and Vishny Volichek being re-opened last turn. It also resulted in the isolation of my 3 corps in the Ryazan pocket, which is going to cost me a full turn (as it did last turn). It also made the casualties ratio favorable enough for the Soviet that it’s worth doing. So the Soviet gets a free attrition generator at the most key moments of the 1941 campaign. Great job, Matrix. Just when I had a chance over 3 turns to do something, you ensured the lifeline is there for CF.
It’s not that I feel I should have captured more than I have: I should have debilitated the Soviet army more than I have, but it’s still in perfect order at least east of me. I hate this outcome. I’m angry at the game designers for having put all those saves into the Soviet army.
Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
RE: Turn 14 Moves
Objectively speaking, you are doing very well and far better than your historical counterparts. So I fail to see the basis for your disillusionment. Leningrad is gone. Moscow is in serious danger with 3 turns of clear weather remaining. You're a bit behind in the south but still have time to reach the Donbas cities.
You're not going to win the war in 1941. You have the potential to set yourself up for a very good 1942 -- and that's the year where the war is decided.
You're not going to win the war in 1941. You have the potential to set yourself up for a very good 1942 -- and that's the year where the war is decided.
WitE Alpha Tester
RE: Turn 14 Moves
Yeah, it shows...[;)]ORIGINAL: heliodorus04
I’m disillusioned with the game again (if you can’t tell from my recent Forum posts)
Frankly, I think you're overreacting a bit, but so this post will be constructive, let's address a few concerns...
First, the "odd" recon you mention. It's not odd at all. Deep recon is crucial for creating any chance of interdiction of reserves moving from the rear. Given that you just received the XXXX Pz Korps, it is vital for CF to do the recon to try to find out where they're heading, as well as having any hope of his bombers shave off a few MPs and cause some casualties along the way.
Now, to specific issues within the quoted post.
You need to work on your flank security, and pocket reduction. Leaving leaky pockets in your rear is very dangerous unless you are really pushing forward. If you are not pushing far enough forward to minimize the chance of pocket relief, then you need to stomp those pockets the very next turn. If he breaks open a supply line, then (reserves allowing) you should be pushing further outward, even at the 'risk' of routing out of pocket a few units. Don't get caught up in the mindset that only pocketed Soviet casualties are important. You can cause a lot of casualties during 1941 simply blowing away the frontline units, and those units trying to reopen pockets.ORIGINAL: heliodorus04
He reconnected to the pocket at Kharkov again, which is bad. Something like 6 attacks and 5 ground strikes (sequentially) against the panzer division he moved. I’m on record as telling CF that I believe multiple ground attacks by small groups of air units is exploitive and I asked him to stop so we have a better game. It’s far too easy for the Soviet player to exhaust the small number of Axis fighters and then to grind down the bomber fleet. It’s bullshit, and the air war is still a wreck of colossal proportions, as is the Soviet C2 advantage. There is no competing with this full-scale hedgehog defense. It’s a NATO defensive scheme that wasn’t developed until the 1960s, but it’s fine according to the Soviet community.
That said, mastering 'moving pocket' battles is a vital part of learning how to play the Axis effectively. The technique is also important for the Soviets, later on, but is extremely important in 1941 for the Axis. Simply put, you need to not worry so much about the potential for being cut off, so long as your second echelon is able to continue the work of reopening supplies to your own units, and carrying forward. Airdropped supplies to your spearheads should help with keeping the first echelon resupplied if they were temporarily cutoff during the Soviet player's turn. It really is a battle of nerves, and you just need to commit the necessary mass to win it. I know this sounds contradictory to my paragraph immediately above, but it is this knife's edge type of play that you have to excel at, in order to make it as a successful Axis player.
With respect to the tactic of launching multiple small attacks to budge a unit, I say "bring it on!" I love it when a Soviet player tries to use these tactics. Why? Because they are counterproductive. On the air attacks, there may very well be a reason that so many 'small' attacks are made and that is that the Soviet air C&C sucks early game, and very few aircraft are committed each flight. The attacks could be from different air armies in range, and he is simply acting out of desperation trying to get anyone who can fly within range to do so. As far as the ground attacks go, like I said...counterproductive.
When a player launches multiple 'soak-off' attacks in this game system, it does cause some small disruption and damage to the defender. However, it does not significantly reduce the defensive strength. This is due to a couple of reasons. First, there is a hard cap on the CV reduction to the defender's strength to prevent supply drainage having an exploitive effect during the enemy turn. IIRC, it is a 25% cap. Secondly, and in my opinion, the more important effect is on the two sides morale. The failed attacks each will generally result in a morale loss for the attacker, and a morale gain for the defender. Depending on actual casualties caused, you may very well end up making the defender *stronger* with each failed attack. This is even more critical for the Soviets, since their Guards unit promotions are based on having more victories than defeats. Each defeat for these attacking units puts them that much further away from qualifying for Guard status.
What's the vital semantic distinction between the two following sentences?ORIGINAL: heliodorus04
Now, it’s possible I’m as bad a player as I thought when I started out this AAR, but really, I’ve made small mistakes, but this is overall my best advance ever. And yet it’s still not enough that CF feels he has anything to worry about. He seems supremely confident that all is perfectly under control for him. I see that too. I’ve failed, because...(edit)
You failed because you got outplayed by a competent opponent.
You're failing because you're getting outplayed by a competent opponent.
That's right, a sense of the game being a foregone conclusion. That is, you've failed, because you already given up. You have lost the battle of wills. In my opinion, this is always the primary objective in playing a game against an opponent. Break his will, and you will win. Of course, doing that within the framework of the particular game, and the scenario at hand is where all the thought goes, the scheming takes place, etc. Don't think that such a 'cutthroat' approach to gaming can't exist in a friendly atmosphere. It can. It's just a 'friendly antagonism'.
Just remember you haven't lost until you give up. Like the Devo song goes, it takes a Triumph of the Will!*
* Also, some old Nazi propaganda film, but Devo is less inflammatory...[;)]
RE: Turn 14 Moves
James, I love you. I thought I was the only one around here who loves Devo.
WitE Alpha Tester
RE: Turn 14 Moves
Keep in mind that units can now lose morale if they get inadequate amounts of supplies, which is probably going to be a problem in the mud turns for your forces between the Oka and Kharkov, as that area is a natural supply black hole usually.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: Turn 14 Moves
heliodorus04 your doing good probably what will be considered average. Which as Flaviusx has pointed out your not going to win in 41.
1.05 has made it so the war will now in most cases be desided during the 42 as it should be. Historically the Germans totally blundered during 42 and paid for it.
I think generally speaking most players German or Russian can now get to 42 vs most poeple and both will have a chance to do better then historical.
As a German player is not going to be to hard to do better then historical during 42. I don't see many German players lossing a hole army gruop during 42.
Pelton
1.05 has made it so the war will now in most cases be desided during the 42 as it should be. Historically the Germans totally blundered during 42 and paid for it.
I think generally speaking most players German or Russian can now get to 42 vs most poeple and both will have a chance to do better then historical.
As a German player is not going to be to hard to do better then historical during 42. I don't see many German players lossing a hole army gruop during 42.
Pelton
Beta Tester WitW & WitE
- heliodorus04
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RE: Turn 14 Moves
I know I'm over-reacting. And I'm annoyingly self-righteous when I'm over-reacting. I've come down a bit regarding this specific game's outcome.ORIGINAL: JAMiAM
Yeah, it shows...[;)]ORIGINAL: heliodorus04
I’m disillusioned with the game again (if you can’t tell from my recent Forum posts)
Frankly, I think you're overreacting a bit, but so this post will be constructive, let's address a few concerns...
But speaking for the unintended synergies that all tilt the table in favor of the Soviet and make the game overall much worse than (I feel) it would otherwise be (if designed in my image) is legit. It's based on a game I have no AAR for.
This is the one where my Soviet opponent ran for 12 turns, set up a crisp, clean, magnificent NATO 1986 defensive strategy (this opponent, like me, was a tank crewman in Europe in the 80s, although he was in M60s which are decidedly not the same tanker experience as the M1s and M1A1s on which I served). It's probably more reflective of how Germany retreated in the AGS area from Kursk to summer 44.
The defense is:
Double-stacked front line of units from Kalinin to Dnepopetrovsk, with each stack having a unit from 2 different Armies. Massed around them are a sprinkling of divisions, with a lot of cav, on reserve. 75% of the time I'm seeing reserves committed, and after 3 turns of it, which generated a HUGE amount of Held results. I'm starting to win a lot more, but there won't be enough time to make up the distance. This is in a game where I did NOT double-up on rail lines, which is a failing no German player can ever make. And the reason the current German supply system is working too effectively is that German players had (when the 5-hex bug was still working in our favor) figured out that the rail line increases the Buildup which is the only way you can stay in contact with the Soviet player with your infantry. Panzers clear terrain that infantry walks across at 1 MP.
It's effectiveness is so great, I think, that I may just do a Soviet game again (I've been meaning to) just to show what I'm talking about. But I can't start new games when I'm moody like I am. Plus, Skyrim is absolutely the best RPG ever made, and I'm playing a lot of it. You should really check it out if you're into RPGs.
But overall I found Jam's comments new to me, so I want to delve into them.
ORIGINAL: JAMiAM
First, the "odd" recon you mention. It's not odd at all. Deep recon is crucial for creating any chance of interdiction of reserves moving from the rear. Given that you just received the XXXX Pz Korps, it is vital for CF to do the recon to try to find out where they're heading, as well as having any hope of his bombers shave off a few MPs and cause some casualties along the way.
By the way, "Working in a Coal Mine" is up on my iPod right now... And "Through Being Cool" is my favorite Devo song...
ORIGINAL: JAMiAM
Now, to specific issues within the quoted post.
You need to work on your flank security, and pocket reduction. Leaving leaky pockets in your rear is very dangerous unless you are really pushing forward. If you are not pushing far enough forward to minimize the chance of pocket relief, then you need to stomp those pockets the very next turn.ORIGINAL: heliodorus04
He reconnected to the pocket at Kharkov again, which is bad. Something like 6 attacks and 5 ground strikes (sequentially) against the panzer division he moved. I’m on record as telling CF that I believe multiple ground attacks by small groups of air units is exploitive and I asked him to stop so we have a better game. It’s far too easy for the Soviet player to exhaust the small number of Axis fighters and then to grind down the bomber fleet. It’s bullshit, and the air war is still a wreck of colossal proportions, as is the Soviet C2 advantage. There is no competing with this full-scale hedgehog defense. It’s a NATO defensive scheme that wasn’t developed until the 1960s, but it’s fine according to the Soviet community.
Well, the Kharkov pocket, if you look at turns 12 and 13, happened as a result of ME being isolated by CF on the first turn of it. 48.Panzer was making it's way toward D-town and he ruined that plan. So this issue is a factor of CF being smart.
I get what you're saying about pushing, and especially about making the Soviet pay for trying to save units. The problem with my no-city pocket (what started out as the massive pocket next to Kursk and is now two separate pockets) was that it was 57 divisions spread over a 25-hex range running NE to SW, and it happened to be in the worst area for supply between AGS and AGC (it got much better toward the south). There was nowhere East for me to push from Kursk that didn't over-extend my supply line, forcing it to go into the Kursk dead zone when it needed to be at Tula in the north and D-town in the south.
In thinking about it, 11.Army is having such a hard time on the Sea of Azov because 48.Panzer, which was coming their way, got forced into the mess it's currently in. This is more evidence of good play by CF, not any particular problem with the game mechanics seen in our game (although I'm REALLY going to be a banshee on the costs of re-assigning Soviet divisions. It should be the same for Germany as the Soviet, so either make it more expensive for the Soviet, or preferably much cheaper for the German, which would give them a lot of help they need with over-burdened armies and army groups. Is that so goddamn much to ask to better reflect operational agility as seen in the actual war? The Soviets get tons of divisions that are not in any HQ at all, including all the free divisions that 11 turns prior were assigned somewhere...; that's more than sufficient for play-balancing in their favor -the low AP cost creates double synergy effects).
48.Panzer, until this turn, did not have enough infantry support to move the units around it very far, because 6.Army and 17.Army were highly tied down dealing with the 2-to-4-hex distance between isolation and freedom that those 57 divisions were trying to cover. Remember, he came one hex away from reconnecting that entire pocket 2 turns after I formed it. That was tooth and nail, and required something like 9 divisions to be broken down into regiments at one point, just to cover the ZOCs.
And this as an aside back to my general poor morale right now:
The Kursk pocket was 600,000 men, Leningrad and the Valdai are another 20 divisions, or 200,000 men, and good, fully equipped divisions. If this does NOT make a difference in my blizzard survivability, then I don't see how a strategy of bludgeoning the Soviet can be effective. I sacrificed at least 20 armament points for those 800,000 men, and if it's not a tradeoff in Germany's advantage, then the game probably is borked beyond all repair by the macro-production game. But we can't know that yet.
ORIGINAL: JAMiAM
That said, mastering 'moving pocket' battles is a vital part of learning how to play the Axis effectively.
I'm uncertain whether you're speaking generally to the need to master the concept, or speaking generally to a skill you see that is too poorly developed given my play, or something specific to the Kursk/Valdai/Kharkov pockets. The Valdai pocket reopened based on the odds-shift bonus, and it wasn't a big deal. Movement is arduous up there, and I'm actually a bit proud of my performance there. In both my games vs. CF, I've made him suffer in the Valdai hills area.
Kharkov, now that I've reassessed it, is simply one of the best things CF did in the period from turn 10 to now. He blunted 48.Panzer corps, which then had downstream effects on 11.Army's advance. Kudos to CF there. He still lost 57 divisions to one pocket
Point taken; I have been very deliberate in not allowing my panzer divisions to be surrounded until really this turn, where my Ryazan salient got pocketed.ORIGINAL: JAMiAM
Simply put, you need to not worry so much about the potential for being cut off, so long as your second echelon is able to continue the work of reopening supplies to your own units, and carrying forward. Airdropped supplies to your spearheads should help with keeping the first echelon resupplied if they were temporarily cutoff during the Soviet player's turn. It really is a battle of nerves, and you just need to commit the necessary mass to win it.
As for the air dropping of supplies, though, I think you have to credit the mastery CF has for the air war (which is very high given anyone else I've seen) and the problems with the air war.
Here is my fighter and Ju-52 fleet by fatigue. Look at the morale for transports and fatigue for fighters.
PICTURE MOVED TO NEXT POST
The Ju-52s I forgot to use last turn, so you're seeing their fatigue extra-ordinarily low, and their number of damaged planes low compared to the usual. I had a problem on 2 non-sequential turns earlier in not being able to use Ju-52s on certain turns because they were at an airbase where they could get no fighter escort. That aspect of the game is not something I'm clear about - when can fighters from one base support missions from another... Never found an explanation of the command structure to understand it (I'm not saying it's not my problem rather than Matrix's).
The fighters are generally lower on fatigue this turn than the last 2, because by the end of last turn, both Soviet and Axis ground support was either flying without fighters or not flying at all. The attrition may have caught up with him a little and evened things slightly in my favor this turn 15.
CF bombs my airfields every turn, probably 5 airfields per turn (1 attack per field, maximum by house rule). I stack them together, I divide aircraft, I have my air intercept settings set since I got advised here earlier in the AAR for the game, and I have interdiction for my side turned off (only for the last 2 or 3 turns as the lines have stabilized geographically). I don't have enough fighter groups to divide well enough that I can blunt the Red Air Force bombing campaign. It's gotten better since the Italians and Hungarians got a little more involved (Italians especially).
I believe if Soviet players interrogate CF, you'll find a template for maximizing Soviet air effectiveness that will again break the game (which might force Matrix to deal with that engine). But maybe I'm hugely inefficient.
Most of my complaint about his dislodging of a single panzer division is sour grapes. CF said basically what you said regarding the multiple attacks were forced on him by the way Air HQs are organized.ORIGINAL: JAMiAM
With respect to the tactic of launching multiple small attacks to budge a unit, I say "bring it on!" I love it when a Soviet player tries to use these tactics. Why? Because they are counterproductive. On the air attacks, there may very well be a reason that so many 'small' attacks are made and that is that the Soviet air C&C sucks early game, and very few aircraft are committed each flight. The attacks could be from different air armies in range, and he is simply acting out of desperation trying to get anyone who can fly within range to do so. As far as the ground attacks go, like I said...counterproductive.
ORIGINAL: JAMiAM
When a player launches multiple 'soak-off' attacks in this game system, it does cause some small disruption and damage to the defender. However, it does not significantly reduce the defensive strength. This is due to a couple of reasons. First, there is a hard cap on the CV reduction to the defender's strength to prevent supply drainage having an exploitive effect during the enemy turn. IIRC, it is a 25% cap.
You're definitely more well versed in the combat mechanics than I; in fact this is the first I've ever heard of such a thing. I wonder if this is general knowledge that I missed, or specific knowledge to people who have played as long in the public and private sectors of the game as you have.
But that being said, a 25% drain is significant when you're getting a +1 odds column shift... It's the difference between 10 divisions being isolated and none being isolated. Otherwise, I generally agree with you that when the Soviets counterattack, it gives Germany good opportunities.
The rest of my frustration again gets back to 48.Panzer corps being pinned down at an inopportune time for what has turned in to about 3 turns of extraction work (counting the turn 15, which I'm about to play).
ORIGINAL: JAMiAM
Secondly, and in my opinion, the more important effect is on the two sides morale. The failed attacks each will generally result in a morale loss for the attacker, and a morale gain for the defender. Depending on actual casualties caused, you may very well end up making the defender *stronger* with each failed attack. This is even more critical for the Soviets, since their Guards unit promotions are based on having more victories than defeats. Each defeat for these attacking units puts them that much further away from qualifying for Guard status.
I definitely have taken a great deal of care in only launching attacks that have succeeded. My success ratio is in the 80% range, which I think is pretty good. There IS a problem with morale in this game, that again favors the Soviet, but I'm not getting in to that right here - I think a few others have spoken to it elsewhere eloquently.
The exception for me has been Leningrad, where I've attacked to reduce forts in urban terrain or across rivers. That's what the heavy artillery is for, but yes, there's a problem in that it causes morale to go down. Right now, the probabilities for any roll where morale is being checked for an increase are always far worse for Germany's success, as are checks for most 80-plus morale German divisions going down.
(Again, my heated passions on the current state of the game are based on seeing multiple synergies working in favor of the Soviet and some that are working against Germany only.)
ORIGINAL: JAMiAMWhat's the vital semantic distinction between the two following sentences?ORIGINAL: heliodorus04
Now, it’s possible I’m as bad a player as I thought when I started out this AAR, but really, I’ve made small mistakes, but this is overall my best advance ever. And yet it’s still not enough that CF feels he has anything to worry about. He seems supremely confident that all is perfectly under control for him. I see that too. I’ve failed, because...(edit)
You failed because you got outplayed by a competent opponent.
You're failing because you're getting outplayed by a competent opponent.
That's right, a sense of the game being a foregone conclusion. That is, you've failed, because you already given up. You have lost the battle of wills. In my opinion, this is always the primary objective in playing a game against an opponent. Break his will, and you will win. Of course, doing that within the framework of the particular game, and the scenario at hand is where all the thought goes, the scheming takes place, etc. Don't think that such a 'cutthroat' approach to gaming can't exist in a friendly atmosphere. It can. It's just a 'friendly antagonism'.
Just remember you haven't lost until you give up. Like the Devo song goes, it takes a Triumph of the Will!*
* Also, some old Nazi propaganda film, but Devo is less inflammatory...[;)]
My first career was as a writer, so I write to vent. CF hasn't beaten me (but Matrix is doing its best to beat me regardless of what CF does, and that's what pisses me off so badly). When I stop and consider the 5 to 7 hexes of extra rail supply distance I have in this game due to the 5-hex bug, I'm less upset at my current position.
But when I think of the small number of armaments I have disabled, I can't help but wonder if I ever had a chance.
Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
- heliodorus04
- Posts: 1653
- Joined: Sat Nov 01, 2008 5:11 pm
- Location: Nashville TN
RE: Turn 14 Moves
Air Stats referred to above


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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
RE: Turn 14 Moves
but it is this knife's edge type of play that you have to excel at, in order to make it as a successful Axis player.
+1
RE: Turn 14 Moves
But when I think of the small number of armaments I have disabled, I can't help but wonder if I ever had a chance.
You never had a chance and 95% of the people that play the Axis side never do, one of the many things stacked against the German player. Just a known fact.
This is the one where my Soviet opponent ran for 12 turns
Again one of the many things stacked against the axis player. Evac and run is the tactic of the month for most ruusian players. The shortening of the rail repair now makes this chicken little tactic the only way to go as Russian.
There IS a problem with morale in this game, that again favors the Soviet, but I'm not getting in to that right here - I think a few others have spoken to it elsewhere eloquently.
I have bitched about this to no end. German national moral is 50 and the devs love it and even try to defend this joke of a sytem.
(although I'm REALLY going to be a banshee on the costs of re-assigning Soviet divisions. It should be the same for Germany as the Soviet, so either make it more expensive for the Soviet, or preferably much cheaper for the German, which would give them a lot of help they need with over-burdened armies and army groups. Is that so goddamn much to ask to better reflect operational agility as seen in the actual war?
Again another thing stacked agianst the German player that 100% not historical and flipped upside down, not sure how any honest person can defend the rules as they are.
Will the never ending babysitting of the Russian side ever end?
Don't hold your breath.
Your just one of the growing number that will not be playing the axis side again until some balance is shown.
but it is this knife's edge type of play that you have to excel at, in order to make it as a successful Axis player.
As the German you have to play next to perfect to have a chance to win, as the russian you just evac and run.
Even a caveman can do it.
Pelton
Beta Tester WitW & WitE
RE: Turn 14 Moves
How many armaments have you taken out?
I am guessing, but 30 is probably the minimum needed.
40 to 60 really good
Plus 60 now amazing.
How many russians have you killed?
Me vs M60 whos made several blunders and will or has lost Moscow,Leningrad to Rostov I have only 2.7 million kia 3 turns from blizzard. Its not easy now to get 3 mill by January 1.
3.5 is amazing now.
You can only take or kill what you are given as German. minus a few screw ups by M60 and I would probably only have gotten 2.75 kia by January and still have taken Leningrad/Moscow/Rostov.
Pelton
I am guessing, but 30 is probably the minimum needed.
40 to 60 really good
Plus 60 now amazing.
How many russians have you killed?
Me vs M60 whos made several blunders and will or has lost Moscow,Leningrad to Rostov I have only 2.7 million kia 3 turns from blizzard. Its not easy now to get 3 mill by January 1.
3.5 is amazing now.
You can only take or kill what you are given as German. minus a few screw ups by M60 and I would probably only have gotten 2.75 kia by January and still have taken Leningrad/Moscow/Rostov.
Pelton
Beta Tester WitW & WitE




