winning voronezh...

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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Redmarkus5
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RE: winning voronezh...

Post by Redmarkus5 »

Just made it! Let's see what the AI does and what a Victory screen looks like - never seen a DCCB one before!

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Redmarkus5
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RE: winning voronezh...

Post by Redmarkus5 »

Well, nice of you to surrender finally...

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Redmarkus5
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RE: winning voronezh...

Post by Redmarkus5 »

Don't attack urban hexes with armour...
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Grotius
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RE: winning voronezh...

Post by Grotius »

Congrats! That was on Normal, right?

So are you modding the game maps? Really my only complaint about the game is that I don't love the map art. I like the look of WiTE much better, even if I prefer this game in most other respects. I *love* this game, in fact!

But I'm not even sure I like the "squashed" hexes in this game. What's up with that? Do they work better with computer monitors or something?

Also, city names look odd when spread over two hexes, because the graphics are a bit separated. So you'll see something like STALI NGRAD. Not a big deal, but distracting.
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jnpoint
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RE: winning voronezh...

Post by jnpoint »

Well, you just did it in no time, so now I'm depressed :)
marcpennington
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RE: winning voronezh...

Post by marcpennington »

I managed taking Voronezh on normal too, albeit on the second try and after much experimentation on the first turn... The biggest thing seemed to me to be breaking the habits created by other games, especially on the first turn breakthroughs. Namely, don't hold back any units from the initial attacks for exploitations later. As they are going to have to pay the same AP cost to move through the breakthrough hex anyway whether they take part in the combat or not, they might as well take part and thereby help apply overwhelming force in the initial attacks and getting the battles over with as quickly as possible. Secondly, as there appears to be no or relatively minimal AP cost for moving through enemy ZOC, keep the panzer breakthrough sectors very narrow, expanding the flanks only at the end of the turn with whatever infantry APs are left. The combination of those two, plus using speed cards on a division on either side of Tim leads to being able to solidly encircle Tim on the turn, as well as pushing quite a bit east of it. From there just drive south around Milerevo with all you got, ignoring that city itself, and Voronezh should go down. I've become a big fan of Recon cards in exploitation situations, as they are a very cheap way to get quite a big bang on better battle results, let alone identifying any weak points.

All that said, a lot of it felt a bit counter-intuitive at first compared to other games I've been playing recently, such as WiTE and the SSG Decisive Battles, where one tends to want to use the minimal force necessary in most attacks to conserve movement points for later, but I'm starting to really like the system, even if it requires breaking habits...

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Redmarkus5
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RE: winning voronezh...

Post by Redmarkus5 »

I was playing on Easy :(

Actually, I used my units to attack in phases - infantry for the first break-in, then PzGren to make the breach and armour to exploit. I try to save my tanks, which can move further, by avoiding using them to attack fortified hexes.
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Redmarkus5
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RE: winning voronezh...

Post by Redmarkus5 »

ORIGINAL: Grotius

Congrats! That was on Normal, right?

So are you modding the game maps? Really my only complaint about the game is that I don't love the map art. I like the look of WiTE much better, even if I prefer this game in most other respects. I *love* this game, in fact!

But I'm not even sure I like the "squashed" hexes in this game. What's up with that? Do they work better with computer monitors or something?

Also, city names look odd when spread over two hexes, because the graphics are a bit separated. So you'll see something like STALI NGRAD. Not a big deal, but distracting.

I have modded several things including maps and units. Check it out here: tm.asp?m=3147536
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Grotius
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RE: winning voronezh...

Post by Grotius »

Exciting mods, Redmarkus!
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Redmarkus5
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RE: winning voronezh...

Post by Redmarkus5 »

ORIGINAL: Grotius

Exciting mods, Redmarkus!

Thanks. Please give the PanzerKrieg mod a try and let me know if you like it.

I find that the units graphics mods really have an effect as well...
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