Good progress this turn as 18th Army infantry makes its presence felt.
39th Pz. Corps exploits, while 56th Pz. Corps gets a buildup.
The Leningrad strike force is almost completely assembled and concentrated.

Moderators: Joel Billings, Sabre21



ORIGINAL: Flaviusx
I dunno, I kind of agree with what he's doing the center. My first real MLR in the center nowadays is east of Smolensk (roughly Rzhev-Vyazma-Bryansk.) Since I prioritize Leningrad early on, something has to give, and that's the center. I figure Moscow is safe until mid August, due to supply problems.
But even in the center he could be doing more in terms of throwaway pickets.
The weakness of Soviet tanks is a major design flaw of the game in my opinion.Can you imagine Stavka saying "lets get all our tanks killed off as fast as we can".In particular, units with large numbers of T34 and KV1 should be a threat and a worry to the Axis player.Tone up Soviet armor and tone down the cavalry.ORIGINAL: Flaviusx
You don't need to save everything. Indeed, it's in the Soviet advantage to get a lot of stuff killed, including the tank divisions. They are armament and vehicle hogs, and I will cheerfully use them to screen the infantry so it can withdraw.
ORIGINAL: timmyab
They still caused the Germans problems though.They couldn't penetrate the armor with their standard anti tank weapons.The T34 and KV1 developed a fearsome reputation in 1941 and with good reason.Not to represent this in the game is crazy.

ORIGINAL: timmyab
The weakness of Soviet tanks is a major design flaw of the game in my opinion.Can you imagine Stavka saying "lets get all our tanks killed off as fast as we can".In particular, units with large numbers of T34 and KV1 should be a threat and a worry to the Axis player.Tone up Soviet armor and tone down the cavalry.ORIGINAL: Flaviusx
You don't need to save everything. Indeed, it's in the Soviet advantage to get a lot of stuff killed, including the tank divisions. They are armament and vehicle hogs, and I will cheerfully use them to screen the infantry so it can withdraw.
LUFTWAFFE
I actually try something new. In an effort to maximize the efficiency of the Lufwaffe from turn 1, I reorganize the gruppe on the airbases.
As many Stuka gruppe as possible are transfered to fighter bases. All recon and otherwise useless stuff is sent to the reserve. The Army airbases have plenty of recon capability.
This gives me around 3 (or was it 4 airbases?) to distribute bomber gruppe too within support limits.
For each Lufflotte, one base directly attached is used for the Ju52's. This allows me to keep these guys in the rear without having to put other bases out of command range. With this setup, I can push the fighter/Stuka bases pretty close to the action, keeping the bomber bases further back, and finally, the Ju52 bases even further without to much negative effect.
ORIGINAL: Disgruntled Veteran
Thats good in a sense.
Personally, I wish Michael wouldn't run. I've read the debates on this forum but it makes for a silly game. When my current game with A-Game ends I'm going to play Soviets for the first time and make an AAR about a Russian who stands and fights...not everywhere,but just running away ruins a game IMO.
ORIGINAL: Flaviusx
ORIGINAL: Disgruntled Veteran
Thats good in a sense.
Personally, I wish Michael wouldn't run. I've read the debates on this forum but it makes for a silly game. When my current game with A-Game ends I'm going to play Soviets for the first time and make an AAR about a Russian who stands and fights...not everywhere,but just running away ruins a game IMO.
What's even a sillier game are those where the Soviet stands and gets destroyed and the game ends in 41.
Until and unless a number of things change, running is mostly a good idea. Right now it is more or less impossible to play historically as the Soviet in 41. How about the Axis starts playing historically by not vaporizing SW Front on turn 1? No? Ok, then I'll keep right on running.
Michael goes a bit overboard, but not by much.
ORIGINAL: Disgruntled Veteran
No I agree. You can't play historical I understand that much. I withdraw a hex or two per turn in my first December as Axis. But flat out running just takes the fun out imo. You can't tell me its a fun game where each side runs back and forth right? I look forward to playing my first game as Soviets soon enough and seeing what is possible.