Basic Operational Question: How Far to Go Each Turn?

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PaulWRoberts
Posts: 905
Joined: Sun Apr 22, 2001 8:00 am

Basic Operational Question: How Far to Go Each Turn?

Post by PaulWRoberts »

I've fooled around with WITE off and on since the release. I understand the rules, but I don't think I've mastered anything. I'm not really even sure how I should be playing.

For instance, how far should I be moving my units each turn?

Let's take "Road to Moscow" as an example, since that's the scenario I've started over and over. As Axis, I know I'm racing against the clock and against the Soviets' build-up of a defensive line. I typically end turn one with the usual Bialystock pocket (to be reduced next turn) and with both of AGC's Panzer Groups at the gates of Minsk. I've run them to the end of their movement points, and (except for the divisions used to hold the pocket) I've done the same with my other Armies as well. But is this a good idea?

I guess I'm asking whether good players typically use all their movement points for almost every unit (except where there's no point doing so), or whether this wears units down faster. Is there a rule of thumb on how far to go with units each turn?

I *told* you it was a basic question!
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terje439
Posts: 6603
Joined: Sun Mar 28, 2004 12:01 pm

RE: Basic Operational Question: How Far to Go Each Turn?

Post by terje439 »

Don't know about the good players, but I always push as far and hard as possible. Espesially as the Germans you want to keep going and take as many manpower centres as possible. Just make sure you do not create situations that can be hazardous to your advanced units (like risking them being cut off etc).
As you say, time is of the essence as the Wehrmacht, and one more turn to get from A to B means one more turn for the USSR to dig in.

Terje
"Hun skal torpederes!" - Birger Eriksen

("She is to be torpedoed!")
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