Helio's Axis AAR (v Cannonfodder Soviet)

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wosung
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RE: Turn 14 Moves

Post by wosung »

ORIGINAL: heliodorus04

Wosung, you're on my blocked list, so whatever you said sounds like Charlie Brown's teacher. Blah blah blah... Please leave your oleaginous BS out of my personal AAR.


This is what I thought. I present arguments, you're bitching around. Thank you for not being man enough to discuss things in civilized way.

Oh and what about the dramatic boycott you threatend everybody with? And just nobody cared.
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Quit starting games as the German side. Boycott.
I'm not taking it anymore. And I am speaking up.


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RE: Turn 14 Moves

Post by Baelfiin »

ORIGINAL: heliodorus04

In another example of fine air war mechanics, I tried to send a fuel supply run to 40.Panzer, and this is the result: Note that ALL of the bombers were shot down. I've never seen this happen before.

Note also that it says the air mission was for supply, when it was for fuel.

It's a lovely game, working as intended...



How did this happen (zero escorts was something I could do nothing about, because I'm apparently not smart enough to understand why fighters sometimes fly and sometimes don't). If I could transfer aircraft at any time, rather than only at the start of a mission, I could put fighters on bases when this kind of forced-no-escort BS happens, but that's not the way the game was designed. It was designed lazily.

Makes me glad that all those Ju-52s got shipped over to Romania and Hungary (who last turn formed Ju-52 groups)...

How much do you think that will affect the next two turns?

Helio did you move the airbase that those ju-52's flew from prior to doing the air supply? I saw that same thing happen except I lost 129 transports. I chalked it up to the transitional nature of the state of the air game.
Also: did yoou shift-right-click to fly the mission or just right click it? In my case I just right clicked and autoflew, 129 transports headed out, nothing came back 8)

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RE: Turn 14 Moves

Post by heliodorus04 »

I did not move the airbase.
Roel informs me there was a transport bug in 1.05.39.

Wosung: I did read you. Spare me the insults about manliness.  I've been in a war, buried a wife at 37 (cancer) and did relief work in Biloxi Mississippi after hurricane Katrina for 12 days. I'm not interested in your flavor of self-sanctimony and scorn, and I'm certain of my masculinity. War in the East won't be affecting it.  It's only a game.
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RE: Turn 14 Moves

Post by ComradeP »

That air mission looks like a bug, it's as if the aircraft were damaged and the air base they were on was overrun. Pavel has stated that air losses are often incorrectly reported, but your result seems to be well beyond any small margin of reporting error.

I would suggest filing a bug report.
Okay, you're starting to hear the point I'm trying to get at. I'm reading what you're saying. Your pedantic posturing isn't helping me understand you and is making you look capriciously mean.

I'm trying to explain a point to you, and I'm losing my patience because you chose to interpret that point in your own way, instead of the way it actually works in the game. As this is the same thing that annoys me about Pelton from time to time, I don't have a lot of patience left to spare. If you think that makes me "pedantic" or "capriciously mean" then I can only say that you're entitled that your own opinion and that behaviour is generally related to the environment you're in and is as such often indirectly created by circumstances you face.

A few points:

-At no point in the game is German national morale 50.

-Part 1: Newly mobilized units primarily filled with conscripts and not with (men who were before the war) professional soldiers and/or reservists generally perform worse in battle than those filled with professional soldiers and/or reservists. Part 2: For both sides, the regular replacements are basically conscripts. Part 3: Based on point 1 and 2, the quality of units declines over time as the amount of professional soldiers and/or reservists declines and the overall amount of combat experience in/of a unit declines. Part 4: The German units that start the game with high morale have generally either been mobilized in one of the first mobilization waves and/or have combat experience and are thus on average more capable combat troops than those mobilized after the start of Barbarossa. Part 5: Considering point 4, it is as such logical that German replacement quality and overall unit quality declines if units are regularly defeated in battle and suffer high losses in the process.

-This is something of an assumption, but statistically speaking it's likely. Soviet national morale is likely to be lower than average unit morale in the final months of 1941, for the entirety of 1942 and the first half of 1943. It is likely to be higher than the average unit morale in the summer months of 1941 and from summer 1943 to 1945. I would like to add that I think 70-80 morale Guards units give the Soviets too much of an advantage and I'm thus not particularly happy with the national morale of 60 in 1944-1945 combined with the recently added national morale bonuses for certain unit types combined with the Guards bonus. However, the key point here is that there are extended periods in the game where Soviet national morale is likely to be lower than average unit morale.
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RE: Turn 14 Moves

Post by JAMiAM »

ORIGINAL: Baelfiin

ORIGINAL: heliodorus04

In another example of fine air war mechanics, I tried to send a fuel supply run to 40.Panzer, and this is the result: Note that ALL of the bombers were shot down. I've never seen this happen before.

Note also that it says the air mission was for supply, when it was for fuel.

It's a lovely game, working as intended...



How did this happen (zero escorts was something I could do nothing about, because I'm apparently not smart enough to understand why fighters sometimes fly and sometimes don't). If I could transfer aircraft at any time, rather than only at the start of a mission, I could put fighters on bases when this kind of forced-no-escort BS happens, but that's not the way the game was designed. It was designed lazily.

Makes me glad that all those Ju-52s got shipped over to Romania and Hungary (who last turn formed Ju-52 groups)...

How much do you think that will affect the next two turns?

Helio did you move the airbase that those ju-52's flew from prior to doing the air supply? I saw that same thing happen except I lost 129 transports. I chalked it up to the transitional nature of the state of the air game.
Also: did yoou shift-right-click to fly the mission or just right click it? In my case I just right clicked and autoflew, 129 transports headed out, nothing came back 8)

You really need to micromanage (shift-right click) your Air Transport missions if you want to keep your transports alive. If you don't you get results like this where the transports from some Luftflotte 30 hexes away fly out supplies without escorts due to the no-mix rule between Luftflotte/Air Armies. If you shift-right click, then you'll know whether the mission will be escorted or not.

The no-mix rule can even bite you on the ass, if your forces are far away from fighters that are under the same AG command umbrella, as you may end up with unescorted bombers flying Ground Support, which are then shot down in droves.
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RE: Turn 14 Moves

Post by heliodorus04 »

ORIGINAL: ComradeP

That air mission looks like a bug, it's as if the aircraft were damaged and the air base they were on was overrun. Pavel has stated that air losses are often incorrectly reported, but your result seems to be well beyond any small margin of reporting error.

I would suggest filing a bug report.
Okay, you're starting to hear the point I'm trying to get at. I'm reading what you're saying. Your pedantic posturing isn't helping me understand you and is making you look capriciously mean.

I'm trying to explain a point to you, and I'm losing my patience because you chose to interpret that point in your own way, instead of the way it actually works in the game. As this is the same thing that annoys me about Pelton from time to time, I don't have a lot of patience left to spare. If you think that makes me "pedantic" or "capriciously mean" then I can only say that you're entitled that your own opinion and that behaviour is generally related to the environment you're in and is as such often indirectly created by circumstances you face.

A few points:

-At no point in the game is German national morale 50.

-Part 1: Newly mobilized units primarily filled with conscripts and not with (men who were before the war) professional soldiers and/or reservists generally perform worse in battle than those filled with professional soldiers and/or reservists. Part 2: For both sides, the regular replacements are basically conscripts. Part 3: Based on point 1 and 2, the quality of units declines over time as the amount of professional soldiers and/or reservists declines and the overall amount of combat experience in/of a unit declines. Part 4: The German units that start the game with high morale have generally either been mobilized in one of the first mobilization waves and/or have combat experience and are thus on average more capable combat troops than those mobilized after the start of Barbarossa. Part 5: Considering point 4, it is as such logical that German replacement quality and overall unit quality declines if units are regularly defeated in battle and suffer high losses in the process.

-This is something of an assumption, but statistically speaking it's likely. Soviet national morale is likely to be lower than average unit morale in the final months of 1941, for the entirety of 1942 and the first half of 1943. It is likely to be higher than the average unit morale in the summer months of 1941 and from summer 1943 to 1945. I would like to add that I think 70-80 morale Guards units give the Soviets too much of an advantage and I'm thus not particularly happy with the national morale of 60 in 1944-1945 combined with the recently added national morale bonuses for certain unit types combined with the Guards bonus. However, the key point here is that there are extended periods in the game where Soviet national morale is likely to be lower than average unit morale.

We're in a lot of agreement in a lot of places. I also over-use 'pedantic' and 'capricious' too much.

This point is philosophical:
What's the difference between an 86 average morale unit right after it loses an attack on turn X and the same unit at the start of Turn X+1?
It's had a replacements phase through which to draw new conscripts.

Now, maybe I'm wrong in this part of my understanding:
But the loss on the attack is likely to see a reduction in the morale to 85 in 1941, and in any given year thereafter, it's going to be that much higher by virtue of the NM level being set lower.
Is that not accurate?

Independently, on the next turn, replacements are added. If my understanding is correct with replacements, they always come into a unit at a much lower experience level and somewhat lower morale level (?) than what would be considered the "average June 1941" levels for Germany. And their addition as elements to any given entry in the unit will correspondingly lower the levels of the unit (for experience at least).

That, to me, seems like a couple of things:
It seems like a failure of the 'experience' data being tracked (and it's being tracked per element!) to be meaningful to the combat engine. I presume that we really can't know if experience data is significant because it's inside the black box. I suspect this is an origination point of a lot of problems with WitE (and this is reinforced in learning that War in the West is already developing an improved combat engine based on WitE lessons learned).

It also seems like double-counting (however, if the above is true, then the double-counting may not be meaningful if experience isn't meaningful to the combat model in the first place).

It also seems like an artifice to make the German experience less fun, in this sense:
If one can delay the degradation of German unit morale, one can preserve the most entertaining part of playing Germany in the period after Soviets seize the initiative, which is counter-attacking. The morale of a unit has a tremendous bearing on how far it can move in the attack, and 86 is the threshold where a German unit is really a bada$$ on the offense, especially infantry.

(Remind me to tie this point back in to my banshee screaming about the cost of moving German divisions within armies and army groups, because the two are correlated to a gameplay option that Germany is unfairly, and in this case I'd argue unhistorically, missing for it in WitE).

The balance point German players should be rewarded for balancing correctly is 86 morale infantry, and national morale as a whole in the 80 to 85 range. If you can preserve 86 morale infantry through late summer of 42, you could actually be having very interesting 1943s. (It is the Soviet advantage in men and material that should beat Germany over time, not the artifice of national morale.)

But currently given the way the mechanics work and their formulas, the mechanic ensures not only that Germany can't practically achieve a meaningful body of 86-morale infantry through later 42, but that the Soviet doesn't have to focus any strategic decision making or assets in ensuring the German can't do this: The game mechanic handles it for him.

How many divisions could be argued to have "86-morale" type capabilities in the east through the late summer of 1942, particularly in the Fall-Blau area of operations? Hell, through to November 19, 1942...? this is where my casual understanding of history fails my ability to argue, but I would argue that it's more than can possibly be expected to under typical game circumstances. Regression to the mean will force 86 morale infantry down well before then.

The difference between German starting infantry morale and the starting national morale level creates the regression-to-the-mean issue that I keep point at saying that this is a primary problem in rewarding good German gameplay.

My success rate is about 80% in this game, but even with a 4:1 ratio of wins, German morale is going down, because there is a high probability of a lost point when attacks result in Held, and a much lower chance than 1:4 that a successful attack will result in a gain. This is highly problematic for gameplay, as I've mentioned throughout. This is to say nothing of the times in 41 when 1:1 ->2:1 shifts (and I'm not saying that mechanic should be re-examined), that result in retreats, that also result in an automatic loss of 1 morale point, possibly more.

Winter does what it does, and I won't complain about it, but Germany will also be required to lose morale for every Retreat it suffers, so that's double-the-problem. Is that double-counting again? I think so, and it wouldn't be as big a factor to me were it not for the fact that the die roll for a morale increase starts at 75 or if German National Morale were 80 or 85. I think the damn die roll should start at 100... That's the morale scale, and differences in national morale vs. unit morale are already factored into the rest of the formula). You could also set the movement penalty threshold for entering an enemy territory hex to 80 rather than 86, which would alleviate some of this problem.

Now, for all those units that start 1941 at 76 morale or above, the morale increase formula die roll start-point of 75 sets out from the start to punish them (it begs the question: how did they get to 85 morale in the first place?). If it was set to 80, it would be an improvement. If it could was 85 or 90 (the starting die roll number, I mean) then the chances for increased morale on attack would be meaningful for Germany. The same probability implications apply either instead of, or preferably in addition with German national morale. A system where the die roll formula start-point was higher, and national morale could be affected in some way would be a much more interesting game, and strategically complex. I don't think most of the Soviet-favorite players want a complex game...

Closing out the point:
It's one thing to be able to preserve some of your excellent infantry in the winter of 41 by pulling it back for rest and refit. I know some Soviet players who belabor this point as a-historic, but so is Soviet strategic defensive doctrine, and they can suq it...

When you take into account the capricious [;)] game mechanic
that ensures regression to the mean will take easily half your 86-morale infantry down to below the threshold, you could at least do what Germany often did historically: pull the elite units into a single body of command and use it as an offensive weapon when it could do significant good. But for the fact that it is the Soviet army that gets the freedom of command reassignment in this game.

So even when a player can know the importance and hindsight advantage of having 86-morale infantry under one command, the game mechanic punishes Germany and forces on them a strategic consequence for trying to overcome a bullshit game artifice.

So that's double-punishment again...
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RE: Turn 14 Moves

Post by ComradeP »

I also over-use 'pedantic' and 'capricious' too much.

So I'm still mean?[;)]
It seems like a failure of the 'experience' data being tracked (and it's being tracked per element!) to be meaningful to the combat engine. I presume that we really can't know if experience data is significant because it's inside the black box. I suspect this is an origination point of a lot of problems with WitE (and this is reinforced in learning that War in the West is already developing an improved combat engine based on WitE lessons learned).

I don't understand your point here and in the previous sentences.

You first describe a situation where a unit loses morale, and then you switch to experience, even though there's no direct relation between the two the way you seem to think there is. There is a relation, but it's mostly an "over time" relation and not immediate. The best example remains the experience levels of German units after the first winter who have not suffered serious losses. Their experience is generally still around 80, even though their morale is around 70. As soon as replacements arrive, experience levels drop. Morale is not reduced in any way through the arrival of replacements.

I don't see what would be "double counting" here, as that would also imply there are two cumulative penalties, at least not for either morale or experience, even though both experience and morale go down in the situation you describe.

In your example, the unit's morale would be reduced to 85 which would also mean the maximum experience of all elements would be 85 if it's below or that level, but it doesn't mean that's the maximum for all elements. Elements with an experience level of 86 would not automatically go down to 85. That will only happen as soon as replacements arrive and losses are suffered.

Compared to the oddities of morale, I think experience works very well.

One thing you seem to forget, or choose to ignore, is that there are not all that many German infantry divisions with a morale of 86 or higher at the start of the game. There are only a few, in fact. However, even though the divisions that do morale of 90 (or 85) have generally experienced the high amount of success/low losses pre-1941 campaigns and are composed of battle hardened troops in many cases, you're asking for the other divisions in the Wehrmacht to be able to achieve that same level even though replacement quality is already lower than in 1939, success might still be significant, but losses are by default much higher than before. There's no historical foundation for such a wish, it's ahistorical. I would call 80 morale/experience Guards units pretty ahistorical too, but that's not the point currently as we're talking about the Germans.

There are some who claim 1943 was the high point of German power on the Eastern Front. When I open the 1943-1945 campaign, I can't say I'm particularly impressed by the shape of the Wehrmacht. From 1941 onwards, it's a downhill ride for most of your formations. That is historical, anything else would be ahistorical and even though the game is essentially ahistorical, the serious problems with the German replacement situation and the decreasing training/quality of replacements as the war dragged on are things that just can't be overlooked, ignored or factored out of the game.

You also seem too focussed on the morale of 86. It matters more for mobile units than for infantry. The 2 or 3 MP's it saves you might seem like a big deal and in some situations it will be a big deal, but overall it doesn't slow down your advance the same way that lower mobile unit morale slows it.

WitE has plenty of problems, and I'm still hopeful that over time the majority of them or perhaps even all of them will be fixed (but as I prefer to be realistic, I think that is unlikely as it's a monster wargame). The rate of German morale decline could be a problem, and something could even be said for a decrease or removal of the blizzard morale penalties or a higher initial 1942 national morale (personally, I'd be more in favour of a national morale system based on historical developments on other fronts as in this case the German national morale system is rather arbitrary), but that morale declines is by itself not a problem in my opinion. As the overall quality of the Wehrmacht declines, so does the morale.

As to the idea of tying national morale to objectives: it could work, but keep something like this in mind:

If you would be a German soldier, and you would know that Moscow was captured in 1941 and numerous other large cities were also captured in 1941 and 1942, but it's now 1943, the Soviets are still fighting and the casualties are around 3 million with no end to the war in sight. Why should you be particularly happy that some Soviet cities have fallen, which didn't put a dent in Soviet resistance as you experience it, if there is no end to the war in sight, particularly if you keep getting letters from your wife detailing how British/American bombs keep falling on the Fatherland?

If you would be a Soviet soldier, and you would know that numerous cities including Moscow have fallen and that the fascists are doing terrible things to the Soviet population, would you be more inclined to become more fanatical and fight on to regain for the Motherland what was lost or would you be inclined to surrender?
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RE: Turn 14 Moves

Post by M60A3TTS »

ORIGINAL: heliodorus04

How many divisions could be argued to have "86-morale" type capabilities in the east through the late summer of 1942, particularly in the Fall-Blau area of operations? Hell, through to November 19, 1942...? this is where my casual understanding of history fails my ability to argue, but I would argue that it's more than can possibly be expected to under typical game circumstances.

Not as many as some might believe. As to Blau, there are a couple things of importance to keep in mind.

After the Winter '41-42 battles, both Soviet and German sides were exhausted and in need of replacements for their units. As German replacements became available, they were sent for the most part to the south where the summer offensive was planned. Further, additional German troops in the Moscow area went into static mode in game-speak in order to further reinforce the southern group. All these troops had to be assimilated into new or existing units which prepared for the summer offensive. This made them inherently less effective as those units which had initiated Barbarossa and had been together in previous Wehrmacht conflicts. The German 2nd Army in particular struggled in some actions during Blau by nature of the troops that they had been reinforced with.

Next, the second battle of Kharkov in May '42, which was done at Stalin's insistence, was a colossal Soviet failure as Timoshenko's armies were surrounded and destroyed. Those largely green Soviet troops were simply not in a position to dislodge the Germans, and once they were gone, with them disappeared the main opposition to the German advance in the following month. Further, Stalin still believed the Germans would attack Moscow by way of Voronezh, so the Soviets were slow in committing additional forces to oppose those Axis troops advancing across the steppes.

So to a considerable extent, the initial Axis success of Blau could be laid directly on Stalin's feet. It wasn't as if Army Group B was some elite, highly trained fighting force which swept everything before it. The fact that they had to go to their allies for troops to reinforce the Hungarian, Italian and Rumanian armies for the operation reinforces the extent to which the entire operation was something of a gamble.
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RE: Turn 15 Axis Moves

Post by heliodorus04 »

Up in Leningrad, all hexes but the namesake are overcome.


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RE: Turn 15 Axis Moves

Post by heliodorus04 »

The Finns have fought their way methodically to the Svir, inflicting nice casualties. I’m surprised to see him put a division per hex there, but it’s no matter. I’m not pushing here unless he gives me a huge opportunity, and I can’t see that happening. Northeast of Volgorod, I conduct 2 or 3 deliberate attacks against his strongest stacks, causing good casualties.

In the Valdai area, half the pocket is removed, the other half will be able to fall back on decent defensive terrain, but it should be wrapped up by 2.Army by the end of 17. I’m debating where to lay down a few forts as of this picture.



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RE: Turn 15 Axis Moves

Post by heliodorus04 »

Torzhok and Vyshny will both be fortified. But I have to wait until later in the turn to determine whether APs can be spent on that this turn. I anticipate having a lot of HQ buildups firing off this turn, and I’m down to about 62 APs, which leaves me enough for about 3 corps of Buildup. I already built one fort at the Crimea’s main choke (no reason not to get it to level 4 by Blizzard).

Supply at turn 18 to VyshnyV will be tenuous. Railhead should be to about Torzhok, and toward Novgorod it’s at the edge of the map shown here. That’s probably too far come mud, so in consequence, I have to bludgeon the Soviets near me, because it seems clear he’s not reinforcing this area strongly at all. There’s nothing of value here, but I want to secure the ground that’s best for a long defense. The Tveritsa river is my goal, and if I can push the Soviet rail supply back further, I can make it a supply dead zone for both of us, and retreat on Turn 17. By snow it should have itself better sorted out.

Jumping to the 11.Army sector, the infantry has spent itself on a fair number of 2SHAs and 3SHAs that were all successful. The problem is the ZOC blanket, and that it’s just not feasible for German morale to go much above 80 unless it starts at 85. Good use of my 86-morale divisions helped conduct a few more successful stack-attacks, so the damage to the units around here has been very good. Each turn, divisions are getting weaker in this sector. A lot of them were new when they originally tried to contain me. This area is going to depend a lot on what happens between Kursk and D-town with 48.Panzer corps, 6.&17.Armies… Here’s the picture before the armor has moved:
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RE: Turn 15 Axis Moves

Post by heliodorus04 »

11.Army infantry operations


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RE: Turn 15 Axis Moves

Post by heliodorus04 »

From there, I cleared out the Ryazan-Tula salient (again). No major problems. Haven’t moved the units on the northeast side of the Oka yet.


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RE: Turn 15 Axis Moves

Post by heliodorus04 »

Next we turn to 4.Panzer Group’s attempt to go northwest of Moscow:


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RE: Turn 15 Axis Moves

Post by heliodorus04 »

I don’t have a tremendous amount of MPs available to sever the rail lines on the eastern side. The closest I can get is not across the river, so if there’s ZOC coverage, and there likely is, then I can’t cut either of the eastern-most rail lines. This is the knife’s edge I think someone was referring to, and I should probably try to focus in on being bold.

Note that I have 2 corps/5 divisions of 2.Panzer Group south of the Moskva river with MPs in the 30s. I haven’t fleshed out the available options. I need to figure out what paths are optimal for closing the loop on Moscow, but I think I just don’t have enough combat power before mud hits. Maybe a snow offensive can succeed (if not here, somewhere else).
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RE: Turn 15 Axis Moves

Post by heliodorus04 »

Well, here’s how Moscow-Ryazan ends, HQ movement excepted:

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Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
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heliodorus04
Posts: 1653
Joined: Sat Nov 01, 2008 5:11 pm
Location: Nashville TN

RE: Turn 15 Axis Moves

Post by heliodorus04 »

There’s a reasonable chance that I can cut supply to Moscow before the end of clear weather, and if I do that then there’s a good chance of Snow offensives carrying through, which will lead to an epic Blizzard. I’m somewhat okay with that. I doubt I could hold Moscow through Blizzard.

Should I exert the effort to take it in Snow to damage the manpower, or should I conserve my own manpower and prepare well for blizzard turns?
There is only 1 opportunity for HQ Buildup, at 46 or 47.Panzer Corps (2.PzrGrp). I also realized this turn really that the infantry commanders of 3.PzrGrp SUCK! Both V. and VI.Corps failed multiple leadership rolls over the last 2 turns. I haven’t changed commanders yet, but I came very close. I need to see what’s going to happen at Kharkov…
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
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heliodorus04
Posts: 1653
Joined: Sat Nov 01, 2008 5:11 pm
Location: Nashville TN

RE: Turn 15 Axis Moves

Post by heliodorus04 »

Speaking of which:, here is the end of turn outlook to the Sea of Azov…

Image

1.Panzer Group is generally moving again, with 3.Panzer Corps moving into the slot with 48.Panzer. The latter corps used buildup this turn (as did 47.Panzer of PzrGrp2, though that was all this turn. I had meant to use buildup on 14.Panzer Corps but I moved the HQ, and in the end it wasn’t too big a deal. I don’t think I am in position to take much more land until Snow, and I am not expecting to take the Donbas cities until then, if at all. I’ve performed poorly in the south due to the need to protect a 57-division pocket for 3 or so turns.

It’s hard to tell right now if isolating 57 divisions is going to be as meaningful as taking Pelton’s 35-armament factory threshold, which I barely came halfway to. Knowing the sinister failsafes that the Soviets get, the armament factory situation alone is probably what will doom me in 1942. I think my game is likely to provide strong evidence that Soviet divisions should not come back for free for as long as they do and as quickly as they do. The failsafe is too strong. I had to commit 4.Army, 6.Army, 17.Army, and half of 1.Panzer to hold closed that corridor because the Soviets have so many units and so much cav and so much rail capacity (that they know they don’t need for anything but Armaments and moving units, the latter now being the leveraged hindsight advantage in this specific game).

Again, the units in the pocket west of Kharkov retreated and did not route, so at least we’re going to capture all of them. That was a surprising result, actually, to be able to push them westward without routing. They must’ve been good units. Welcome to the subhuman slave pens of the Reich. The Hiwi line is over there….
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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
ComradeP
Posts: 6992
Joined: Thu Sep 17, 2009 3:11 pm

RE: Turn 15 Axis Moves

Post by ComradeP »

For the Moscow area, I can only repeat my advice of not pushing further east with the units at Ryazan, but instead wheeling towards the units trying to encircle Moscow from the north. Pushing further east gets you nothing whilst making your supply situation even more problematic than it will probably already be when the mud comes. I also repeat the warning of units losing morale when either out of supply or poorly supplied, so pay very close attention to those MP to railhead costs, particularly across the Oka.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
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Flaviusx
Posts: 7732
Joined: Wed Sep 09, 2009 3:55 pm
Location: Southern California

RE: Turn 15 Axis Moves

Post by Flaviusx »

Helio, if you take Moscow, I am going to laugh my ass off. You've spilled a lot of electrons lecturing us how the game is broken and biased in favor of the Soviets. A lot of nonsense, quite frankly. Games where both Leningrad and Moscow fall will become relatively common in this patch.

Mostly I wish you'd start cultivating a bit more sangfroid when playing these games. It's very difficult to take your criticisms seriously when looking at how you are actually doing.

WitE Alpha Tester
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