8MP Team Game - The Axis team

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Nix77
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RE: OKH - 8 player multiplayer Axis thread

Post by Nix77 »

ORIGINAL: HardLuckYetAgain
Ya! I agree with you. It is beyond silliness.

I think the current loss balance (or imbalance to be more precise) is due to design decision to create the losses more from attrition than the actual battles conducted by the player. If battles would be the decisive factor in overall losses, the players might be able to "play the engine" and orchestrate massive unhistorical losses by attacking often and hard, which didn't necessarily historically happen.

Currently battles are a way to create tactical and strategical advantage by gaining ground or making encirclements, and also one form of attrition for the Soviets.

I'd say the current overall loss figures seem to be in an almost correct historical ballpark in many of the AARs, don't you agree?

I'm all in for having more realistic battle casualties, but I'm afraid the balancing act to make that happen might be an overwhelming project for the designers & game patchers.
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Telemecus
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

ORIGINAL: Nix77
ORIGINAL: HardLuckYetAgain
It is beyond silliness.
I think the current loss balance (or imbalance to be more precise) is due to design decision to create the losses more from attrition than the actual battles conducted by the player. If battles would be the decisive factor in overall losses, the players might be able to "play the engine" and orchestrate massive unhistorical losses by attacking often and hard, which didn't necessarily historically happen.

There was an interesting discussion on this in the "Soviets post your Horrible loses here" thread. I hope HardLuckYetAgain will not mind me quoting them from there.
ORIGINAL: HardLuckYetAgain, Soviets post your Horrible loses here
ORIGINAL: Telemecus
One question I have for soviet posters in this thread is do they mean
i) They think total losses are fine, they should just be distributed in a different way between different kinds of battle and with attrition
OR
ii) These horrible losses add up to too few losses during the campaign for the Axis side as a whole

Yes in so many words the game is pretty much controlled by the "attritional" loses inflicted each and every turn by pure game mechanics....

I dont' have a problem with most loses all things considered.

So it is probably fair to say the complaints are about tactical results rather than how they add up to total losses - although there is always a separate debate about game balance!

And as, to some extent, the win/loss hold/retreat is a separate result from the losses total the tactical situation can be separated from the losses. Nevertheless it does take away the possibility of tactics/strategies of high localised losses even if they do not affect the overall game balance - or of course gaming it for that reason. I'd hope though some more interesting tactical play could be achieved on how losses are distributed locally while still avoiding such exploits.
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

ORIGINAL: EwaldvonKleist
I have myself asked many times why so few axis players use strategic bombing against the Soviet union, at least I have never read of this in any AARs before.

My understanding was that this became a convention to save on lorry usage. Targetting places like Stalingrad and Gorky at first glance would mean you need to place bases with bombers near the front lines and a long way from rail. This simply guzzled up lorries. Indeed the convention went as far as to hardly use the Axis air forces at all. By adopting tactics that enable you to hit distant targets with bombers based on repaired rail hexes this was no longer a choice that had to be made - at least for us.
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RE: OKH - 8 player multiplayer Axis thread

Post by EwaldvonKleist »

That is a good point Telemecus.
But why save lorries?
While you have an excess, you don't need to save on lorries. Having 101% of the motor pool requirement or 180% makes hardly a difference, at least from my understanding of this.
So saving on trucks only helps you in the lategame or in the mud or blizzard, but not immediately in the critical summer of 1941.
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

ORIGINAL: EwaldvonKleist
While you have an excess, you don't need to save on lorries. Having 101% of the motor pool requirement or 180% makes hardly a difference, at least from my understanding of this.
So saving on trucks only helps you in the lategame or in the mud or blizzard, but not immediately in the critical summer of 1941.
That is true and is my understanding too. Perhaps better said is to save lorries from being damaged and destroyed so more are available during the times you do not have an excess.
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

ORIGINAL: M60A3TTS
ok, Soviet players should consider the Axis thread closed then.
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

Turn 14 24-September-1941 North

Signals intelligence report a breakthrough this turn as they pick up STAVKA commands unencrypted and in the clear on their new Discord communication system

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By now the whole Axis team is sitting comfortably with tea and biscuits to watch the show live
Image
But nothing lasts for ever as message discipline is restored
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Ol' timer Soviet officers on the reserve list feel their continued use of the carrier pigeon is vindicated. It is the 40s but they have not even caught up with technology from the 90s!
ORIGINAL: EwaldvonKleist
Maybe somebody can contact him with ICQ, i have never heard of it before (nor used this).

So when the Soviets return their save to us there are no surprises. As 16th army is stretched out in regiments holding all the way from Leningrad to Moscow, the Soviets have been using them for training up units.

Image

Others have had other views on this kind of action
ORIGINAL: HardLuckYetAgain
.. the loses I take for attacking regiments is F'ing RETARDED... I mean any German Regiment or Brigade the loses are insane. Like I said before I'm breaking my German units down into Regiments next time I play the Germans to entice a Russian attack. HOLY COW. Am I missing something here or is it just me the losses seem out of place compared to the loses I would get if I attacked a normal Division...There has to be something going on in the code when attacking German Regiments/Brigades....

Is this just a trade-off of losses for training up - or is there a more definitive answer for the Axis player on the break down units conundrum?

Soviet forces nearly encircled in the Valdai hills manage to extract themselves skillfully. The lake, city and swamps to the North East makes it difficult to outflank them again.

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North West Leningrad continues to hold out - but its demise is inevitable.
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

Turn 14 24-September-1941 Centre

The Soviets succeed in pushing us back from the hex adjacent to West Moscow. But with evacuations of Moscow industry beginning we know they are planning for its possible loss.
Stelteck
Brute force is still going [though] It is looking good. I think they are lacking 30 good divisions here to really slow me. They have no place to withdraw, still they withdraw from excellent level 2 forts when the hex was in contact with me. I did this too as soviet but seing this from german point of view, it is not a good idea in fact.

Having made a very narrow piercing of a line in front of Moscow that had been in preparation for a long time we find at the start of our turn the whole line abandoned.

Image

Arguably with such a narrow piercing it would have been better to remain in the forts, smother the pincer and present a concave front to the Axis. By withdrawing to a straight line in front of Moscow, we could again attack from multiple hexes to a hex if we chose. (The first reference I am aware of of this phenomenon in battle is Cannae). Of course this makes the flanks easier to isolate, but even that takes extra movment points. And with the Oka to the South and impassable water to the North they could afford to stay forward somewhat on the flanks and in their forts. At this stage the Soviets should be trying to delay us until mud rather than worrying about losing units. A head on assault on Moscow from just one hex would be impossible - so some of the flanks would have had to be cleared first.

Instead we now face what I call, for want of a better word, the "big blob" defence. Defensive CV values are not high. But with many lines of units to either side of Moscow it will take many MPs to make a wide flank on the city. So by relentless grinding we gain around 3 hexes forward across the sector, again bringing West Mosocw and now Moscow proper into our Zone of Control. Khimki with it's industry falls into our hands.

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For the first time our centre commander has all the onmap stukas plus many other tactical and fighter bombers for their use completely fresh with no other missions having been performed. And in spite of being on bases with well over 1000 tonnes of ammo, our Centre commander for a second week manages to completely exhaust their munitions supplies. Supreme Command takes pride in being able to get aircraaft to bases with enough supplies for their missions for that turn. But at such short range and with the intensity of the combat many more missions can be, and are being, performed than anticipated. And then there is Stelteck's voracious appetite! With Moscow in sight and no enemy air force to speak of there has never been a better time to feed them! So Supreme Command will have to work harder to get the supplies Centre needs!

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RE: OKH - 8 player multiplayer Axis thread

Post by bigbaba »

ORIGINAL: HardLuckYetAgain
ORIGINAL: M60A3TTS
The Axis lost 33 men in capturing Leningrad on week 13. We don't need to talk about victory conditions until silliness like these kinds of results are fixed.

OMG! M60 you are too kind calling this "silliness". I can think of a great deal of better words to say which are border line if not flat out obscenities. The causality rate given to the Germans is pure fantasy. I know what Chaos45 wrote about is true & it is true in this game and in the games I have been playing. This is beyond silliness.

on the other hand, the casualty rate of the red army 2.0 is too low. why?

because the recon is so good, that the red army player can choose his attacks wisely. in reality, the red army made attacks with horrific loses because of poor intel even in 44-45 (seelow hights for example).
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RE: OKH - 8 player multiplayer Axis thread

Post by HardLuckYetAgain »

ORIGINAL: Telemecus

So when the Soviets return their save to us there are no surprises. As 16th army is stretched out in regiments holding all the way from Leningrad to Moscow, the Soviets have been using them for training up units.

Image

Others have had other views on this kind of action
ORIGINAL: HardLuckYetAgain
.. the loses I take for attacking regiments is F'ing RETARDED... I mean any German Regiment or Brigade the loses are insane. Like I said before I'm breaking my German units down into Regiments next time I play the Germans to entice a Russian attack. HOLY COW. Am I missing something here or is it just me the losses seem out of place compared to the loses I would get if I attacked a normal Division...There has to be something going on in the code when attacking German Regiments/Brigades....

Is this just a trade-off of losses for training up - or is there a more definitive answer for the Axis player on the break down units conundrum?

Soviet forces nearly encircled in the Valdai hills manage to extract themselves skillfully. The lake, city and swamps to the North East makes it difficult to outflank them again.

Image

North West Leningrad continues to hold out - but its demise is inevitable.


When, I mean "IF", I ever go back to playing the Germans I will break down my divisions into regiments. This frees up other divisions to ride the coat tails of the leading Panzer Divisions. Yes the Soviets will get wins but after 5 what difference does it make since the experience takes forever to catch up to the Morale. The whole time the Germans are concentrated directing their advance where it matters. The Soviets are going to get wins somewhere somehow. Why not let them attack and cause themselves more causalites imho.

Plus, if you set up correctly you can set up a trap in the North if you wanted by them attacking regiments. Let them attack a couple of times and spring a HQ build up PZ corps and either surround or semi surround those units. It is like putting a finger in a bullet wound. But to be honest at this point I would just continue with the Manpower center captures. If you do your job correctly have guards arent going to matter because the game will be over imho.
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RE: OKH - 8 player multiplayer Axis thread

Post by HardLuckYetAgain »

IMHO, the North for the Germans need a few units running reserve mode behind the line ;-P Like one of the Motorized brigades. This could make the Soviets attack even more bloody and probably will stop them in their tracks every time it reacts from reserve ;-P Just my 2 cents. (a 50mp Brigade is going to react 3 to 4 times in a turn with a good leader, hint hint hint)
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RE: OKH - 8 player multiplayer Axis thread

Post by HardLuckYetAgain »

ORIGINAL: bigbaba
ORIGINAL: HardLuckYetAgain
ORIGINAL: M60A3TTS
The Axis lost 33 men in capturing Leningrad on week 13. We don't need to talk about victory conditions until silliness like these kinds of results are fixed.

OMG! M60 you are too kind calling this "silliness". I can think of a great deal of better words to say which are border line if not flat out obscenities. The causality rate given to the Germans is pure fantasy. I know what Chaos45 wrote about is true & it is true in this game and in the games I have been playing. This is beyond silliness.

on the other hand, the casualty rate of the red army 2.0 is too low. why?

because the recon is so good, that the red army player can choose his attacks wisely. in reality, the red army made attacks with horrific loses because of poor intel even in 44-45 (seelow hights for example).

It is how the game is coded and made to work here in 1.0. :(

I can say I have been extremly happy in 2.0 so far and that is the exent of what I can say. The game is a very steap learning curve and if you have not played WiTW I implore you to learn the system there since WITE 2.0 the mechanics are similar to WiTW. It will be time well spent learning so you can get into the game directly when it comes out.




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RE: OKH - 8 player multiplayer Axis thread

Post by thedude357 »

Turn 14 Army Group South

Very low intensity turn with some contact in the Crimea and the closing of the Stalino pocket. 1st Panzer Group is positioning for better supply from the rails to perhaps take advantage of any opportunities in the next few turns. 11th Army pushes forward in the Crimea and is almost at the gates of Sevastopol, but some very tough level 4 forts remain in the way to get there. Some more German infantry divisions are committed to the Crimea. The Romanian 4th Army closes in on Ak-Manay to slow the fort building. 6th Army closes in on Voronezh, and 17th Army catches up to create a defensive line north of Rostov. Supply is starting to become an issue east of Stalino and halts any further advance past Rostov.

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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

Turn 14 24-September-1941 Air War AKA SparkleyTit's Dishonourable Carnage Report

Soviet air activity during their last action phase consisted of ground bombing two hexes in the centre prior to some ground combat. Apart from this there was no other soviet air activity, including no ground support, no airfield bombing and no recon. During their last logistics phase there was no partisan supply. And during our action phase there was no interdiction or ground support - aerial interception was the sole mission.

Red air force dispositions continue to consist of a large number of empty airbases, although noticeably more aircraft seem to be back on the map. We can see the same three groups of airbases with aircraft as last turn. A northern one which, not being able to fly from anywhere more northernly, has retraced it steps and is now travelling east to Vologda in a long trail. The three airbases behind Moscow have travelled further back to Ivanovo - but leave a surprise new airbase of U2VS behind. The interceptors are still at Gorky. And this turn sees the return of the Red Air Force to the south of Moscow as a new group of two hexes of airbases with only interceptors appears near Stalingrad. Only the northern group and the Ivanovo group contain aircraft suitable for partisan supply. Only the group at Ivanovo with the new U2VS base can really affect the ground war.

Image

[Many thanks to Crackaces and Stef78 for their recomendation of PicPick - far nicer graphics and not too difficult!]

Interceptors in the Ivanovo group continue to decline to defend their own airbases, so we continue to rack up large Soviet losses in unopposed daylight airfield bombing. The first appearance of the Pe-3 night fighter is an ignoble one of being annihilated on the ground in broad daylight. But targetting the U2VS last we literally run out of bomber air miles to do much damage there. And as the eastern most bases of the group are now in range of the interceptors at Gorky, they are at least defended by somebody. Nevertheless we leave all of the Soviet airgroups, bar the U2VS, with complements of low single figures.
ORIGINAL: M60A3TTS
That U-2VS airbase didn't get much in the way of Luftwaffe love this turn, so like an obstinate child, it will kick and scream (by bombing you) you until you do. You're going to do my job for me whether you want to or not. [:'(]

Turning to the northern group our only real interest is in the airbase which can supply partisans. But to do the maximum damage we need to sweep fighter cover away. But the Northern group is strung out a long way to the east. Many fighters are destroyed at the western end, but continue to fly from the eastern end. The long distances are starting to tell. Even after a lot of time carefully placing airbases and airgroups, we are only able to bomb many of these airbase hexes just once. And at the eastern end our fighters are just too far away to have any impact. Hence we have to resort to something that so far has been unnecessary, unescorted night bombing of airfields. The damage done is enough to continue to ensure no partisan supply flights this turn again. But the Soviets manage to launch 42 fighters and down 9 of our bombers. Just as we operate against the red airforce at the longest distances ever so far in this game, the red air forces willingness to fight has returned and palpably its quality has improved. While airfield bombing is limited to airgroups that have used under 33% of their air miles, the distances involved in these last air missions leave many of our bomber groups with more than 50% of their miles used after their last airfield bombing mission. This turn there will be a lot less for our other missions.

Rather than leaving industry to last we have started to bomb the interceptor factories before using bomber groups for ground bombing/support. The last mission of the Luftwaffe's Ju88s and He111H-4s is to stop the expansion of the tank factory at Gorky. This succeeds as we get 1% damage, but with the best result for the Soviets in a night mission ever as we lose 16 bombers. Another clear sign of the red air force starting to improve. The combination of long distance missions means our Ju88s and He111H-4s have no more miles to give even to ground missions. But at the worst time for Gorky- we cannot add to the damage levels of the MiG-3 factories or bomb the airfields nearby. So there is no way to press down on the red air force there - in effect we leave their air groups enhanced by the relative victory they scored. Once Moscow is passed, Gorky will be in fighter range and it will be a different story!

The South is left almost entirely to the air forces of our minor allies. And with the reappearance of the Red Air force they have somebody to fight again. Presumably having come straight out of reserve they show some fight and actually defend their airfields. The Rumanians continue to demonstrate how much they have developed as a fighting force. But the Hungarian air force having come late to the party have not built up the same level of victories to add to their morale or experience - and it shows.

Image

An honourable mention should be made for the Slovak air force. With no Red Air Force for many turns and the Red Army retreating ahead of ours leaving them with no combat, the Slovaks have had to content themselves with "spam bombing" whatever red army units they could. This has led mostly to disruption which presumably becomes mostly fatigue next turn. But their continuous use turn after turn in unopposed daylight ground bombing means they are actually building up respectable kill totals of their own. But they will be leaving soon.

In an unusual move last turn we actually downgraded all except one of the frontline Hungarian fighter airgroups to old biplane fighter bombers. At least now they can join in on the mass ground bombing every turn and will leave having had something to do.

Image

Overall we see a return of the Red Air Force to the map and to form. Combined with the long distances they have withdrawn to in the rear we are starting to have a tougher time - we can no longer bomb every airfield with aircraft twice when we want to. Nevertheless losses creep up again, if only because there are more of them on the map to shoot at. Their losses of non-interceptor aircraft are moderate from not being there - we have done enough to prevent partisan supply for yet another turn and little support for the red army can be given from so far in the rear. But their interceptor losses remain high and many multiples of what they are producing overall - especially as they are now down to only 6 interceptor factories - and continues to be higher than production for each model. Unusually the problem for the Soviets is not going to be quality but quantity. By contrast our own fighter losses, even with our aggresive air offensives in clear weather, are comfortably below production.

Apart from interceptors though repair of Soviet industry is now gaining on the damage we inflict by bombing.
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

Turn 14 24-September-1941 Economic War

This turn the advance of Axis forces meant the factories at Khimki, Makeevka and the immediate north east of Leningrad have been lost by the Soviet Union. Also two U2-VS factories evacuated WESTWARDS to Dubna were overun. Total Soviet indutrial losses are

99 Arms (4 Minsk, 3 Kirovgrad, 3 Krivoi Rog, 3 Odessa, 2 Kremenchug, 3 Nikolaev, 6 Dnepropetrovsk, 8 Poltava, 15 Kharkhov, 3 Kramatorskaya, 1 Mariupol, 29 Stalino, 3 Makeevka, 3 Gorlovka, 2 Taganrog, 8 Leningrad and environs, 3 Kalinin)
63 Hvy (4 Minsk, 3 Kirovgrad, 3 Krivoi Rog, 3 Odessa, 2 Kremenchug, 3 Nikolaev, 2 Dnepropetrovsk, 4 Kharkhov, 2 Kramatorskaya, 5 Stalino, 3 Makeevka, 3 Gorlovka, 2 Kaluga, 2 Tagnrog, 10 Leningrad and environs, 4 Rostov, 4 Voroshilovgrad, 4 Kalinin)
25 Vehicle (20 Kharkhov, 5 Stalino)
Su-2 (Kharkhov)
LaGG-3 "11 series" (Taganrog)
BA-10 Armd Car (Leningrad and environs)
Li-2 and Li-2W (Khimki)
U2-VS x 2 (Dubna evacuated from Kazan and Cheboksary)

Finally Moscow and West Moscow are in our zone of control meaning evacuating the Pe-2, 15 vehicle, Il-4, Pe-3, Pe-2R, U2-VS, Il-10, 9 arms and 9 heavy factories would cost double.
ORIGINAL: M60A3TTS
ORIGINAL: Telemecus
Turn 13 17-September-1941 Economic War
with West Moscow now in our Zone of Control evacuating the Pe-2, 5 vehicle or 8 arms factories there would cost double the rail cap if this remains the case.
No, it did not remain the case.

With 3 divisions exerting control over Moscow and 3 more exerting control over West Moscow this time it might remain the case.

MiG-3 in Bitter End v1.10

The Red Air Force starts with 1,308 MiG-3s and has two MiG-3 factories in Moscow producing 36 each every turn until the end of the year. If left undistrubed they would produce a total of 2,016 more MiG-3s. The MiG-3 is the only Soviet dedicated fighter at the start, and by some margin its longest range interceptor. But on turn 14 the Soviets evacuted just 1 of each factory to Serov in the East. At 99% damage they will not even reach the 50% damage level at the end of the year that possibly could mean they would produce more. So their evacuation means the end of all MiG-3 production for certain. In the first 13 turns they had the capacity to produce 936 MiG-3s, but the damage caued by bombing means we would expect 121 were not produced. In a few turns the Soviet team will start to receive lend lease interceptors. But for the moment a major part of their weekly infusion of new interceptors has gone at a critical time for them.

Li-2 and Li-2W in Bitter End v1.10

While the Soviet side can produce many short range U-2 (transp) planes and has some out of production TB-3G-2 with its massive payload, the Li-2 will be the sole distance transport it will produce until the end of 1942. Using bombers as transports is not an easy substitute or without its costs. Soviet airgroups at the start or arriving have 47 Li-2s. After three turns the Li-2 factory at Khimki will expand to produce 9 a turn and continue until the end of the game. This means a total protential production of 2,010 if it is not evacuated. Before its destruction in turn 14 the factory had produced 111.

The Li-2W bomber variant seems to be little loved and is usually not prioritised for evacuations. Production woud have started in 1942 and lasted to the end of the war producing 585 of these bombers if undisturbed.

U2-VS
ORIGINAL: M60A3TTS
ORIGINAL: Telemecus
Unfortunately two U2-VS factories were evacuated to Dubna - right in to the clutches of advancing Axis forces. I am sure when STAVKA faces the stern faces of EwaldvonKleist and Dinglir this will be explained as a "fat finger" mistake.
No, it wasn't a fat finger. I only did two because I didn't have enough railcap left. I'll send you the rest later.


I guess we better wait and see which other U2 factories will be coming our way first!

In addition only one each of Yak 7A and T-40 1941 were evacuated from the Moscow area.

Strategic Bombing

With the MiG-3 factories evacuated Soviet interceptor production has been slashed. With the Yak-1 factories still without fighter cover and with their expansion still halted at a low level, we decide to concentrate on racking up the largest damage levels possible there now before it does receive fighter cover, or weather cover! So for the first time the Rumanians do not participate -this is an all German affair - and damage levels go from 10%/9%/2% to 18%/21%/7%. At these levels even if there was no more damage we expect a Yak-1 factory to cease production at least three times and know they will not all recommence their expansion until turn 21.

Our shorter range Dornier bombers add a little to the damage levels at Rybinsk and Ivanovo. But we decide to leave the Moscow factories alone as presumably they will be damaged by their upcoming evacuations. Thus all our Ju87Bs and single engine fighter bombers are left completely fresh and exclusively for ground support/bombing during the ground commanders gos.

Our minor allies content themselves with just with bombing the Stalingrad tank factory before turning to bomb Kerch and Novorossisyk which remain without fighter cover.
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

Turn 14 Allocations

For information only - allocations for turn 14
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RE: OKH - 8 player multiplayer Axis thread

Post by leverkuhn »

Just signed up. New player absorbed by the game. Really enjoying this AAR.
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RE: OKH - 8 player multiplayer Axis thread

Post by 821Bobo »


An honourable mention should be made for the Slovak air force. With no Red Air Force for many turns and the Red Army retreating ahead of ours leaving them with no combat, the Slovaks have had to content themselves with "spam bombing" whatever red army units they could. This has led mostly to disruption which presumably becomes mostly fatigue next turn. But their continuous use turn after turn in unopposed daylight ground bombing means they are actually building up respectable kill totals of their own. But they will be leaving soon.

[&o]

https://en.wikipedia.org/wiki/J%C3%A1n_ ... %88%C3%A1k
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RE: OKH - 8 player multiplayer Axis thread

Post by Telemecus »

Ironically in our game it will be more ace tactical bomber pilots than fighter pilots. With the Soviet air force spending turns only north of the no southern Axis move line, or staying in the rear, the Slovak fighters have not been able to find anyone to fight!

The Soviet team in the 2by3+ team game are looking for a new commander. It is a much lower commitment than going solo. A great way for a beginner to do their first game against others. And if you are an old hand come and show us your stuff. If you would like to join the team do post here or on any of the games other threads, or feel free to message Neogodhobo or myself.
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thedude357
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RE: OKH - 8 player multiplayer Axis thread

Post by thedude357 »

Army Group South Turn 15

The main action here is in the Crimea and in the vicinity of Voronezh. Summer is getting short and there is a last push to Sevastopol, however 2 Level 4 Forts and Sevastopol is level 5. This is going to take some serious cracking by LIV Corps and probably not going to happen before mud. Practically an unlimited amount of Heavy artillery and nebelwerfer regiments are committed and will do some serious damage to the Soviets and their fort levels. Definitely should have committed more forces to the Crimea, and if I could go back in time I would do that. The Romanians try to push towards Ak'Manay but that is not going to be broken without German forces attacking that position.

In the vicinity of Voronezh the Soviets are making several "probing" attacks, code for "get our morale up". With 1st Panzer Group long from the rails and low on fuel, a push to Voronezh before the mud comes is looking less and less likely. 6th Army are not going to get the job done in Voronezh before the mud.

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