MWiF Global War Hot-Seat (AAR)

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

For reference, here are the current totals for units Destroyed in J/A '41:
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The Soviet units marked with an "X" cannot be rebuilt, since the Germans control those cities.
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Edit: The BP totals do not include rebuild costs for damaged naval units, or for the CA captured by the Italians in Cyprus.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

This is the Production Planning Form, showing the 10 Oil resources still under Soviet control. I'm going to try to save as many of these as possible east of the Urals. Below the form is a view of the hexes that must be kept free of German units if this is going to work -- this is the critical rail link in the stretch running from Astrakhan to the Urals.

Both Leningrad and Stalingrad are using Oil points currently stacked in those cities to fill their factories.
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Edit: I'm also trying to move the 2 Oil stacked in Kazan and the 1 Oil stacked in Perm out to the east, but this is something that might give me trouble (it's one of the small issues I think still exists with the Production Planning Form). We'll find out if it works at the end of the turn, I guess.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

Doesn't look good, doesn't it. However: Comrades: don't despair.

I would railmove Yeremenko to the swamphex SE of Sukumi.

I would railmove the factory in Krasnodar to Baku.

I would bombard the MOT and Stuka hex with the ART in Rostov. That 5 mover is a nuisance and it will cost oil for the Germans to reorganise those two units.

The ARM/MECH stack have to move into the eastern mountain hex between the two wood hexes southeast of Stavropol. That city will be taken next, this can't be avoided, because of the Stuka. Stalingrad is a problem. There are to much German units in the region for the USSR to make a good defense of the city. I would therefore move the 4th Gd. MECH towards the hex NE of Mount Elbruz.

The 13 MECH div. stack is vulnerable, since they are slower than the German MECH/ARM which are trying to surround it. I would suggest moving it into the hex NW of Saratov. Moving it into Stalingrad means that they are going to die, and I think you should try to save those units. Going south means that there isn't any supply left, if Stalingrad gets taken, so they must move north...

Koniev moves into Penza, and joins the strongest MECH there. The other MECH joins the Siberian INF in the hex east of Penza.
I'm also tempted to ground strike the hex west of Gorki with the TB-3 to stop the units there from moving. After that, the plane should go as far east as possible.

Why can't the units in Gorki move out of there? You check supply before moving, not during moving. So move that stack out of there. I would move the division along the railroad to the east. The MIL is the problem. He will be overtaken by the Germans. I think (depending on the ground strike by the TB - 3) I would either move the MIL one hex SE (out of the city), to prevent Axis movement or two hexes SE of Gorki (if the Ground strike succeeds, again to prevent Axis movement).

I'm also contemplating if one of the two units in Rostov should leave the city. However: I'm against it. If you draw the Rostov MIL in the production phase, you simply go bad luck. And you always should empty the GAR pool first, before the MIL pool (yes, I know, the MIL comes sooner, however most in places far, far away from the front. GAR you can put into the area's you want them immediately. Also: the GAR are more stronger units. Just gamble for bad weather next turn).

By the way: move the Irkutsk MIL two hexes west. You don't want a lucky low odds attack by the Japanese which might get that unit killed this turn. Since you cannot counterattack and the USSR is low on units, it's time for low odds attacks to make more kills, especially if you've got cheap INF/TERR units you can afford to lose. AS the Japanese, I would make that attack. Why not: if it fails: I lose nothing. If it succeeds: I might gain a lot, since this means that the USSR needs to put one of the reinforcements in Ulan Ude and that is of assistance to the Germans.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

Why can't the units in Gorki move out of there? You check supply before moving, not during moving. So move that stack out of there. I would move the division along the railroad to the east. The MIL is the problem. He will be overtaken by the Germans. I think (depending on the ground strike by the TB - 3) I would either move the MIL one hex SE (out of the city), to prevent Axis movement or two hexes SE of Gorki (if the Ground strike succeeds, again to prevent Axis movement).
Those units aren't in Gorki, they are southeast of Gorki, so the are already OOS. That's what the yellow indicator at the top of the unit means.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

By the way: move the Irkutsk MIL two hexes west. You don't want a lucky low odds attack by the Japanese which might get that unit killed this turn. Since you cannot counterattack and the USSR is low on units, it's time for low odds attacks to make more kills, especially if you've got cheap INF/TERR units you can afford to lose. AS the Japanese, I would make that attack. Why not: if it fails: I lose nothing. If it succeeds: I might gain a lot, since this means that the USSR needs to put one of the reinforcements in Ulan Ude and that is of assistance to the Germans.
I know, I'm kind of moving backwards through this post. [:)]

As Japan, I wouldn't kill the MIL unless I remain organized and/or don't risk losing a unit myself. The Irkutsk MIL will come back just a few hexes away from Ulan Ude. The Manchurian TERR will have to rail all the way back here.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Red Prince

ORIGINAL: Centuur

Why can't the units in Gorki move out of there? You check supply before moving, not during moving. So move that stack out of there. I would move the division along the railroad to the east. The MIL is the problem. He will be overtaken by the Germans. I think (depending on the ground strike by the TB - 3) I would either move the MIL one hex SE (out of the city), to prevent Axis movement or two hexes SE of Gorki (if the Ground strike succeeds, again to prevent Axis movement).
Those units aren't in Gorki, they are southeast of Gorki, so the are already OOS. That's what the yellow indicator at the top of the unit means.
Then they are now heroes of the Soviet Union. They die in the hex...
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur
I'm also contemplating if one of the two units in Rostov should leave the city. However: I'm against it. If you draw the Rostov MIL in the production phase, you simply go bad luck. And you always should empty the GAR pool first, before the MIL pool (yes, I know, the MIL comes sooner, however most in places far, far away from the front. GAR you can put into the area's you want them immediately. Also: the GAR are more stronger units. Just gamble for bad weather next turn).
This is the current Soviet force pool . . . and I've added the MIL that were killed this turn and can come back. No GARR units available. There are a few other units that will be added to the force pool at the end of the turn (destroyed INF, etc), but this is basically what the options are.
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Edit: Almost forgot to say that I think it's an either/or situation in Rostov. Either a unit gets moved out, or the ART can make the Strike on the Stuka hex. Trying to do both is just asking the Germans to take the city away.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Red Prince

ORIGINAL: Centuur

By the way: move the Irkutsk MIL two hexes west. You don't want a lucky low odds attack by the Japanese which might get that unit killed this turn. Since you cannot counterattack and the USSR is low on units, it's time for low odds attacks to make more kills, especially if you've got cheap INF/TERR units you can afford to lose. AS the Japanese, I would make that attack. Why not: if it fails: I lose nothing. If it succeeds: I might gain a lot, since this means that the USSR needs to put one of the reinforcements in Ulan Ude and that is of assistance to the Germans.
I know, I'm kind of moving backwards through this post. [:)]

As Japan, I wouldn't kill the MIL unless I remain organized and/or don't risk losing a unit myself. The Irkutsk MIL will come back just a few hexes away from Ulan Ude. The Manchurian TERR will have to rail all the way back here.
Ahh. But you are mistaken here. The USSR can't afford spending two BP on rebuilding that MIL. He needs all build points for units build and put against the Germans. So: if the Japanese kill the MIL, this has the effect of one unit less against the Germans. I don't think as the USSR I can affort the loss of that MIL. So as the Japanese: I will attack it, even with a 1-1 attack. The Japanese can affort to lose those units, the USSR can't. If you can't affort the worst result, don't go for it. This goes for offense but also for defense...
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

ORIGINAL: Red Prince

ORIGINAL: Centuur

Why can't the units in Gorki move out of there? You check supply before moving, not during moving. So move that stack out of there. I would move the division along the railroad to the east. The MIL is the problem. He will be overtaken by the Germans. I think (depending on the ground strike by the TB - 3) I would either move the MIL one hex SE (out of the city), to prevent Axis movement or two hexes SE of Gorki (if the Ground strike succeeds, again to prevent Axis movement).
Those units aren't in Gorki, they are southeast of Gorki, so the are already OOS. That's what the yellow indicator at the top of the unit means.
Then they are now heroes of the Soviet Union. They die in the hex...
It seems the Soviet Union has a lot of heroes in this game, doesn't it? Let's just hope that somebody survives to remember them. [;)]
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

ORIGINAL: Red Prince

ORIGINAL: Centuur

By the way: move the Irkutsk MIL two hexes west. You don't want a lucky low odds attack by the Japanese which might get that unit killed this turn. Since you cannot counterattack and the USSR is low on units, it's time for low odds attacks to make more kills, especially if you've got cheap INF/TERR units you can afford to lose. AS the Japanese, I would make that attack. Why not: if it fails: I lose nothing. If it succeeds: I might gain a lot, since this means that the USSR needs to put one of the reinforcements in Ulan Ude and that is of assistance to the Germans.
I know, I'm kind of moving backwards through this post. [:)]

As Japan, I wouldn't kill the MIL unless I remain organized and/or don't risk losing a unit myself. The Irkutsk MIL will come back just a few hexes away from Ulan Ude. The Manchurian TERR will have to rail all the way back here.
Ahh. But you are mistaken here. The USSR can't afford spending two BP on rebuilding that MIL. He needs all build points for units build and put against the Germans. So: if the Japanese kill the MIL, this has the effect of one unit less against the Germans. I don't think as the USSR I can affort the loss of that MIL. So as the Japanese: I will attack it, even with a 1-1 attack. The Japanese can affort to lose those units, the USSR can't. If you can't affort the worst result, don't go for it. This goes for offense but also for defense...
However, since it's a TERR attacking a regular unit in the mountains, it would be a 1:2 -1 Assault, and that has only a 20% chance of killing the unit and means certain death for the TERR. The other units can't move up to help, since they are all disorganized, so it is a pointless waste of 2 BP by the Japanese . . . and they need their BP for rebuilding and repairing the 3 Class-4 CVs that the Wallies swatted down this turn. They'd also like to build a factory, too, as well as the Burma TERR and the Kunming Warlord. And then there is the severe lack of FTR units they have on the map . . . the Japanese can't afford to waste units any more than the Soviets can, really -- not if they want to win.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

The Tashkent MIL is going to get killed, Stalingrad and Saratov will fall next impulse. This means one out of three is the Rostov MIL. I would start building INF. Scrap the 3 and 4 factor INF and don't build MIL.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

The Tashkent MIL is going to get killed, Stalingrad and Saratov will fall next impulse. This means one out of three is the Rostov MIL. I would start building INF. Scrap the 3 and 4 factor INF and don't build MIL.
If Saratov is taken, then there's going to be some extreme trouble for the Soviets. Then they need to build some convoys and hope they survive to place them in the Caspian Sea.
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If you are wondering where all the GARR have gone, they are scheduled to come in at the start of S/O '41.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Red Prince
ORIGINAL: Centuur

ORIGINAL: Red Prince



I know, I'm kind of moving backwards through this post. [:)]

As Japan, I wouldn't kill the MIL unless I remain organized and/or don't risk losing a unit myself. The Irkutsk MIL will come back just a few hexes away from Ulan Ude. The Manchurian TERR will have to rail all the way back here.
Ahh. But you are mistaken here. The USSR can't afford spending two BP on rebuilding that MIL. He needs all build points for units build and put against the Germans. So: if the Japanese kill the MIL, this has the effect of one unit less against the Germans. I don't think as the USSR I can affort the loss of that MIL. So as the Japanese: I will attack it, even with a 1-1 attack. The Japanese can affort to lose those units, the USSR can't. If you can't affort the worst result, don't go for it. This goes for offense but also for defense...
However, since it's a TERR attacking a regular unit in the mountains, it would be a 1:2 -1 Assault, and that has only a 20% chance of killing the unit and means certain death for the TERR. The other units can't move up to help, since they are all disorganized, so it is a pointless waste of 2 BP by the Japanese . . . and they need their BP for rebuilding and repairing the 3 Class-4 CVs that the Wallies swatted down this turn. They'd also like to build a factory, too, as well as the Burma TERR and the Kunming Warlord. And then there is the severe lack of FTR units they have on the map . . . the Japanese can't afford to waste units any more than the Soviets can, really -- not if they want to win.
You aren't going to attack with the TERR alone. You are attacking with the other Japanese infantry unit too. That means the die roll isn't going to get lowered. But hey: it's your game.
Also: building a factory with the Japanese? Aren't there other things he needs? Building factories with the Japanese means 8 build point less units to use against the big bad green monster, who will be at astronomical production before game end anyway. The priority of the Axis should be the total destruction of the USSR. Everything else is only defensive now (even the attacks the Japanese are doing on other parts of the world). If the USSR isn't toast in J/A next year, it's all over folks. That factory won't get resources, because of the relentless attacks of the USA and CW Subs, planes and fleet anyway in about two years time. You are better off building NAV, CV, CVP, FTR, ships and a lot of convoy points. Never build a factory with the Japanese. Statistically, you need 9-10 turns of production, before the amount invested is coming back to you.
Building factories is only something the Germans might do, if they have spare resources. Have you build all SYNTH with the Japanese? Those are far more important than factories. Believe me, if in two years time the USSR is still existing, the USA and the CW are really hammering you're convoys. If it is killed (or only Tashkent remains), the Germans can send you build points and oil across Vladivostok, thus shortening the very vulnerable Japanese convoy lines.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

ORIGINAL: Red Prince
ORIGINAL: Centuur



Ahh. But you are mistaken here. The USSR can't afford spending two BP on rebuilding that MIL. He needs all build points for units build and put against the Germans. So: if the Japanese kill the MIL, this has the effect of one unit less against the Germans. I don't think as the USSR I can affort the loss of that MIL. So as the Japanese: I will attack it, even with a 1-1 attack. The Japanese can affort to lose those units, the USSR can't. If you can't affort the worst result, don't go for it. This goes for offense but also for defense...
However, since it's a TERR attacking a regular unit in the mountains, it would be a 1:2 -1 Assault, and that has only a 20% chance of killing the unit and means certain death for the TERR. The other units can't move up to help, since they are all disorganized, so it is a pointless waste of 2 BP by the Japanese . . . and they need their BP for rebuilding and repairing the 3 Class-4 CVs that the Wallies swatted down this turn. They'd also like to build a factory, too, as well as the Burma TERR and the Kunming Warlord. And then there is the severe lack of FTR units they have on the map . . . the Japanese can't afford to waste units any more than the Soviets can, really -- not if they want to win.
You aren't going to attack with the TERR alone. You are attacking with the other Japanese infantry unit too. That means the die roll isn't going to get lowered. But hey: it's your game.
Also: building a factory with the Japanese? Aren't there other things he needs? Building factories with the Japanese means 8 build point less units to use against the big bad green monster, who will be at astronomical production before game end anyway. The priority of the Axis should be the total destruction of the USSR. Everything else is only defensive now (even the attacks the Japanese are doing on other parts of the world). If the USSR isn't toast in J/A next year, it's all over folks. That factory won't get resources, because of the relentless attacks of the USA and CW Subs, planes and fleet anyway in about two years time. You are better off building NAV, CV, CVP, FTR, ships and a lot of convoy points. Never build a factory with the Japanese. Statistically, you need 9-10 turns of production, before the amount invested is coming back to you.
Building factories is only something the Germans might do, if they have spare resources. Have you build all SYNTH with the Japanese? Those are far more important than factories. Believe me, if in two years time the USSR is still existing, the USA and the CW are really hammering you're convoys. If it is killed (or only Tashkent remains), the Germans can send you build points and oil across Vladivostok, thus shortening the very vulnerable Japanese convoy lines.
The TERR is the only unit that can attack at the moment -- until next turn, in fact.

The Japanese now have more resources than they can use. They've already started building 2-3 more convoy points each turn, and their 1st SynthOil is up and running . . . their 2nd one will be finished in M/A '42 . . .

That's the same turn a new factory would arrive if I built it now. So, I expect to get the 9-10 turns use out of it easily. I don't know that I will build it this turn, because I really want to build up the fleet, but it is an option.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

In case anyone is interested, here is a look at the European Theatre at zoom level 1, though it's only good for an overview of what is going on in a region of the world.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

And here is a look at the Japanese sphere of influence, also at zoom level 1:

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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

Those damned small indicators... I'm still having problems seeing them. You're right. The Japanese can't attack this turn. However: next turn: you should attack that MIL if the weather is good. The Japanese are closer to Novosibirsk than the Germans are...

I think you should ask other peoples opinion on building a factory with the Japanese. Even when they have spare resources now, that isn't going to last for two years or longer.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

Those damned small indicators... I'm still having problems seeing them. You're right. The Japanese can't attack this turn. However: next turn: you should attack that MIL if the weather is good. The Japanese are closer to Novosibirsk than the Germans are...

I think you should ask other peoples opinion on building a factory with the Japanese. Even when they have spare resources now, that isn't going to last for two years or longer.
The easiest way for you to know if a unit is disorganized or not is to count the indicators:

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I actually just counted it up, and in terms of how many impulses away from Novosibirsk each Axis power is, the Japanese are 11-13 impulses away (~40 hexes of 1 movement point each) and the Germans are also about 11-13 impulses away (~50 hexes of 1 movement point each).
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Edit: Also, if left undefended, the Italians are 5-6 turns away from Tashkent if they don't have supply. Less if they do.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Centuur

Doesn't look good, doesn't it. However: Comrades: don't despair.

I would railmove Yeremenko to the swamphex SE of Sukumi.

I would railmove the factory in Krasnodar to Baku.

I would bombard the MOT and Stuka hex with the ART in Rostov. That 5 mover is a nuisance and it will cost oil for the Germans to reorganise those two units.

The ARM/MECH stack have to move into the eastern mountain hex between the two wood hexes southeast of Stavropol. That city will be taken next, this can't be avoided, because of the Stuka. Stalingrad is a problem. There are to much German units in the region for the USSR to make a good defense of the city. I would therefore move the 4th Gd. MECH towards the hex NE of Mount Elbruz.

The 13 MECH div. stack is vulnerable, since they are slower than the German MECH/ARM which are trying to surround it. I would suggest moving it into the hex NW of Saratov. Moving it into Stalingrad means that they are going to die, and I think you should try to save those units. Going south means that there isn't any supply left, if Stalingrad gets taken, so they must move north...

Koniev moves into Penza, and joins the strongest MECH there. The other MECH joins the Siberian INF in the hex east of Penza.
I'm also tempted to ground strike the hex west of Gorki with the TB-3 to stop the units there from moving. After that, the plane should go as far east as possible.

Why can't the units in Gorki move out of there? You check supply before moving, not during moving. So move that stack out of there. I would move the division along the railroad to the east. The MIL is the problem. He will be overtaken by the Germans. I think (depending on the ground strike by the TB - 3) I would either move the MIL one hex SE (out of the city), to prevent Axis movement or two hexes SE of Gorki (if the Ground strike succeeds, again to prevent Axis movement).

I'm also contemplating if one of the two units in Rostov should leave the city. However: I'm against it. If you draw the Rostov MIL in the production phase, you simply go bad luck. And you always should empty the GAR pool first, before the MIL pool (yes, I know, the MIL comes sooner, however most in places far, far away from the front. GAR you can put into the area's you want them immediately. Also: the GAR are more stronger units. Just gamble for bad weather next turn).

By the way: move the Irkutsk MIL two hexes west. You don't want a lucky low odds attack by the Japanese which might get that unit killed this turn. Since you cannot counterattack and the USSR is low on units, it's time for low odds attacks to make more kills, especially if you've got cheap INF/TERR units you can afford to lose. AS the Japanese, I would make that attack. Why not: if it fails: I lose nothing. If it succeeds: I might gain a lot, since this means that the USSR needs to put one of the reinforcements in Ulan Ude and that is of assistance to the Germans.
Peter, I agree with about half of what you recommended.

Yeremenko to rail move. Yes, but to the mountain hex east of Sukumi.

Krasnodar factory to Baku. Yes.

The ground strike by the Art on the Stuka. Yes.

The ARM/MECH stack move. No. The MECH moves SE 4 hexes into the mountain hex. The Armor moves to the clear rail hex between the 2 forest hexes.

4th GD MECH move. No. I would move it 3 hexes east and 2 hexes NE. It can get supply from Saratov.

13 MECH stack moves north. Yes, but the 2 Inf move into Saratov and the div moves to join the 4th GD MECH (it needs a friend).

Koniev to Penza where he is joined by the 7-5 MECH. Yes.

The other MECH moves east of Penza. Yes.

The 6-4 Siberian move. No. The 4-3 Mil moves east 3 hexes where it is joined by the 6-4 Siberian. The ATR reorganizes the 4-3 and returns to base to Kazan. The best the Germans can get on the 10 strength points is 29. The 2 Inf get supply from Penza.

The 2-6 MECH flees 5 hexes east and 1 SE to the forest/rail line (when you are already disorganized you get to move 7![:)]).

Irkutsk Mil moves 2 hexes west. Yes.

Attached is a screenshot of the rail lines moving east of Penza. The one that loops north is probably safe. To keep a unit in supply up there the Germans will have to send an HQ. If the turn lasts so long that they can reach Kirov, well, then there will be a lot of problems for the USSR everywhere. The 2 important lines are the ones running parallel due east. There are a couple of good defensive lines possible out there. And all of this is before the Urals proper are reached. If all the USSR units in the north survive, I count 4 Inf Corps, 3 MECH corps, 2 MECH div, and Koniev. Those should be able to hold this front throughout the winter. The Germans have to decide where there HQ's are going to go. If it is only Mannerheim moving along here, then the advance will slow to 3 hexes an impulse for the leading units that are in supply to attack.

In the northern Caucasus in USSR has 2 HQ's and 2 Armor/MECH which can hold off the Germans for a while yet. A couple Inf reinforcements will make the line reasonably strong. To attack this line the Germans must take Rostov or Krasnodar. Either leaves a single rail line stretching back a long way to Germany; there are several ways to cut that line is the need to do so arises. In addition, the Germans will have to commit an HQ (Rundstedt?) to this front if they want to continue south.

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Steve

Perfection is an elusive goal.
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