I’ve pushed my front up to contact with Saper222 and this has helped me advance the rail line 2 or 3 hexes, and had the nice side effect of boosting my manpower from 2080 to 2113 over the last few turns. You can see that on this map.

Moderators: Joel Billings, Sabre21



ORIGINAL: M60A3TTS
Yes Pelton, but over on the Third Reich side, it's all milk and honey when it comes to logistics. When have you ever had to be concerned with how many trucks are in your motor pool? A big Red Army has other concerns it has to deal with in addition to morale.
ORIGINAL: Tom Hunter
I read on the forums to find out what to evacuate. I used Walloc's guide when possible, and by T5 (or maybe 4, I don't really remember) was doing things in the optimal way.
The forums are full of posts that say Heavy Industry does not matter.
Can you post why you think it does matter? That would be very helpful to know for future games. Thanks for your post and your thoughts on the subject.
ORIGINAL: loki100
I can't find it back, but someone did a brilliant schematic guide to how industry and production works in WiTE. I had it downloaded but it got lost when I had to reformat my laptop.
If I recall, primarily, HI generates supply. And you have a fair bit off map or in the deep rear. Given the cost of HI vs AP for rail, I suspect people leave it due to the rough feeling of not losing more than 50 APs but still having some capacity for operational redeployments.
In effect, a lack of AP has a very immediate cost - all those things that require 'A' (incl the vital 42 squad upgrades) won't happen. Usually with the Soviets the big issue is supply delivery (ie trucks).
From some AARs, I think there is a bit of a trade off, more HI allows you to support a bigger army in 43-45. But then that is all but a given, as that probably means you lost less (industry and units) in 41-42.
ORIGINAL: Pelton
ORIGINAL: loki100
I can't find it back, but someone did a brilliant schematic guide to how industry and production works in WiTE. I had it downloaded but it got lost when I had to reformat my laptop.
If I recall, primarily, HI generates supply. And you have a fair bit off map or in the deep rear. Given the cost of HI vs AP for rail, I suspect people leave it due to the rough feeling of not losing more than 50 APs but still having some capacity for operational redeployments.
In effect, a lack of AP has a very immediate cost - all those things that require 'A' (incl the vital 42 squad upgrades) won't happen. Usually with the Soviets the big issue is supply delivery (ie trucks).
From some AARs, I think there is a bit of a trade off, more HI allows you to support a bigger army in 43-45. But then that is all but a given, as that probably means you lost less (industry and units) in 41-42.
I believe MT figured it out first, but when the Russian army gets over 9 million it becomes and issue.
In my game vs Huge it was a big factor as his army hit 9 million in June 1943. Huge did a good job not letting me get pockets, but he lost allot of land and industry.
ORIGINAL: Pelton
ORIGINAL: Tom Hunter
I read on the forums to find out what to evacuate. I used Walloc's guide when possible, and by T5 (or maybe 4, I don't really remember) was doing things in the optimal way.
The forums are full of posts that say Heavy Industry does not matter.
Can you post why you think it does matter? That would be very helpful to know for future games. Thanks for your post and your thoughts on the subject.
At first we ( MT-Flaviusx and many others) thought it did not matter, but after some people started getting late into the war it was discovered it does matter.
Some HVY industry should be railed out, how much we are not really sure.
Flaviusx has always left 50 arm pts west of rivers for GHC to destroy. Why? Because vs a good GHC player you need to rail some ground units and you will get behind the curve so to speak. In my 2 current on going games because of a poor rail strategy I destroyed 150+ in one game by blizzard and 100 so far in the other and its only turn 9.
The huge down fall many undefeated SHC players make is not assuming someone is really good as GHC.
If you assume the GHC player is one of the best you should be leaving behind 50 arm pts, you will be able to save everything else easly plus some HVY industry.
