Chapter 8 Roadwarrior (GHC) vs Q-Ball (SHC) Turn 25

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RoadWarrior
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Joined: Fri May 08, 2020 10:11 am

RE: Turn 10

Post by RoadWarrior »

Air losses

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RoadWarrior
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RE: Turn 10

Post by RoadWarrior »

AGN gains a few hexes and preps for a major river crossing next turn.

The winter line is set-up already and the troops are digging.

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RoadWarrior
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RE: Turn 10

Post by RoadWarrior »

AGC finishes cleaning up their mess.

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RoadWarrior
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RE: Turn 10

Post by RoadWarrior »

AGS finishes off the small pocket and pushes east a few hexes. 1st PG is at the end of the supply chain and just don't have the MPs to do a hole lot.

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DeletedUser1769703214
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RE: Turn 9

Post by DeletedUser1769703214 »

ORIGINAL: RoadWarrior

This is what I am looking at when I open my turn. Good game play by Q-ball to keep me honest. I have had players sneak a unit through my lines before but nothing close to this.

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YUK!!! That is BUTT ugly. You have to have secure flanks, I rarely leave any open flanks. Just too risky :( Hopefully lesson learned because you will be cleaning this up for a few turns for sure. Good luck to you though.
DeletedUser1769703214
Posts: 9319
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RE: Turn 9

Post by DeletedUser1769703214 »

ORIGINAL: Seminole

Timely repositioning of 4th Panzer Group!
That could have gotten ugly.

Where does AGC pull supplies from at this point?

Only thing that saved him to be honest. But the delay alone is huge for the Soviets.
RoadWarrior
Posts: 226
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RE: Turn 9

Post by RoadWarrior »

ORIGINAL: Seminole

Timely repositioning of 4th Panzer Group!
That could have gotten ugly.

Where does AGC pull supplies from at this point?

Minsk Line - railhead and depots are at land bridge area. The FBD has started heading to Gomel as you can see in picture.

2 in South 1 north and 1 center.
RoadWarrior
Posts: 226
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RE: Turn 9

Post by RoadWarrior »

Why I took the risk plus the extra fuel, generally have tight flanks.

Center has been a general bore in my games so far. Tring to figure out how to get things moving a little and still do as good in the north and south.

Guess Plan Anti-Boring made things fun, but was almost an epic fail. Thankfully just a fail, but still fun [:D]

DeletedUser1769703214
Posts: 9319
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RE: Turn 9

Post by DeletedUser1769703214 »

ORIGINAL: RoadWarrior

Why I took the risk plus the extra fuel, generally have tight flanks.

Center has been a general bore in my games so far. Tring to figure out how to get things moving a little and still do as good in the north and south.

Guess Plan Anti-Boring made things fun, but was almost an epic fail. Thankfully just a fail, but still fun [:D]


Ya, good thing for sure only a fail :)
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Beethoven1
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RE: Turn 9

Post by Beethoven1 »

It is a nice delay for the Soviets, but is it really worth it to do that with mech/tank units? For each one of those lost, it can give Germany up to a thousand captured trucks or so. I would try to do that sort of thing more often in my own Soviet game if I were not mortally afraid of giving Germany captured trucks. Over the long run, capturing the Soviet units that were encircled as a result of this should help the Axis logistics. In this case maybe it is worth it anyway because it was quite a large raid and it looks like only 2-3 tank divisions ended up being lost, but it looks like it could have easily ended up with more lost for the Soviets. ?
RoadWarrior
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Turn 11

Post by RoadWarrior »

River crossed.

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RoadWarrior
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RE: Turn 11

Post by RoadWarrior »

2nd PG looks to form a pocket and shorten the lines.

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RoadWarrior
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RE: Turn 11

Post by RoadWarrior »

Very few supplies and replacements are getting to the front at this point even with railhead close to the front.

I agreed not to use unhistorical SD so play on.

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RoadWarrior
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Turn 12

Post by RoadWarrior »

Another hex cleared. This will take a while, but most of 4th PG is at close to top strength so it should fall before blizzard.

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RoadWarrior
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RE: Turn 12

Post by RoadWarrior »

Tring to close the pocket.

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RoadWarrior
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RE: Turn 12

Post by RoadWarrior »

3rd PG pushes across the land bridge, while AGS rests

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Q-Ball
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RE: Turn 9

Post by Q-Ball »

ORIGINAL: Beethoven1

It is a nice delay for the Soviets, but is it really worth it to do that with mech/tank units? For each one of those lost, it can give Germany up to a thousand captured trucks or so. I would try to do that sort of thing more often in my own Soviet game if I were not mortally afraid of giving Germany captured trucks. Over the long run, capturing the Soviet units that were encircled as a result of this should help the Axis logistics. In this case maybe it is worth it anyway because it was quite a large raid and it looks like only 2-3 tank divisions ended up being lost, but it looks like it could have easily ended up with more lost for the Soviets. ?

As the opponent, in this case I think it was worth it (obviously!). We are playing a few turns ahead; in the end I lost 3 mobile divisions and an infantry division; alot of those units he had to rout out of there just to restore communications. I managed to re-seal the pocket a 2nd turn, so that's 2 turns where that Panzer Group spent halted and not drawing supplies...well worth it, IMO.

Overall, here are my comments to Roadwarriors' good AAR:

AGN: This is a disaster for me.....I did not commit enough units early, and RW took full advantage with a deep thrust all the way to Novgorod on T-3. Well done. Good thing this is a game as I could've ended up in Lubyanka prison for that one....

AGC: Obviously going much better at this point; it wasn't a focus area for RW it seemed, and Smolensk held out a long time. As Soviets you absolutely cannot lose Moscow, and at this point I knew that was not going to happen this summer

AGS: More mixed; I had been giving up ground, but keeping the Red Army intact

Overall, probably my greatest success at this point is not in ground, but in keeping the Red Army in one piece (more or less). Each turn I would withdraw 3-4 hexes in front of the infantry; that surrenders ground, but also keeps pockets to a minimum.
AlbertN
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RE: Turn 9

Post by AlbertN »

The persistently retreating Soviets is something that mindboggles me in my games.
It simply denies pockets and anything in general besides netting some terrain.
VPs need to be more granular across the map - or the system to me does not really work to stop Soviets from retreating consistently and persistently til they're fat enough to build up a wall. Ontop of their incessant CPP build-up.
RoadWarrior
Posts: 226
Joined: Fri May 08, 2020 10:11 am

RE: Turn 9

Post by RoadWarrior »

ORIGINAL: AlbertN

The persistently retreating Soviets is something that mindboggles me in my games.
It simply denies pockets and anything in general besides netting some terrain.
VPs need to be more granular across the map - or the system to me does not really work to stop Soviets from retreating consistently and persistently til they're fat enough to build up a wall. Ontop of their incessant CPP build-up.

Q-Ball is simply playing based on the rules 2by3 has set at this time and they do seem to be anti-historical.

BUT as German player I am doing the same. I know winter is coming, I know of the mistakes made by Germany.
You really need to understand how logistics works. I am still figuring it out myself, but turns 1-10 I have it "figured out". After that without using the unhistorical logistics rules, still working on it.

We should hold final judgement based on how things play out. Playing out means 45 final results are they close to historical or semi close or not close?

Personally I agree with you, but we have not invested our lives ( a ton of time) into this logistics system.

The VP system does need allot of "hellllp", but no way of knowing how much until some games get into 45.
jubjub
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RE: Turn 9

Post by jubjub »

ORIGINAL: AlbertN

The persistently retreating Soviets is something that mindboggles me in my games.
It simply denies pockets and anything in general besides netting some terrain.
VPs need to be more granular across the map - or the system to me does not really work to stop Soviets from retreating consistently and persistently til they're fat enough to build up a wall. Ontop of their incessant CPP build-up.


Soviets that don't fight until winter are going to gift all of the bonus VP's to the Axis player and let them get a decent logistics network in place before the winter. Unless they have a spectacular winter offensive, the Axis player should be set up for a really high HWM in '42.

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