Soviet Tank and Mech divisions exceeding TOE

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ToxicThug11
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Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

Hello everyone. I am making this thread to ask whether this is intended.

By disbanding and lowering TOE of other tank and mechanized divisions I am able to create high TOE monsters very quickly.

I am able to bring into a battle (from a single hex) 1200+ AFVs. At turn 3-5, in combination with rifle divisions and support artillery, this is able to completely trash a panzer division. It means the enemy is scarcely able to hold pockets and will take very high AFV losses. The losses to the Soviet player would be completely acceptable, being mostly T26 and BT model tanks.
In addition, the Soviet player can immediately pull back after their attack making these high toe divisions reusable.

I will post some examples here if an admin will permit me to be allowed to post images.

Thank you

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RE: Soviet Tank and Mech divisions exceeding TOE

Post by DeletedUser1769703214 »

ORIGINAL: ToxicThug11

Hello everyone. I am making this thread to ask whether this is intended.

By disbanding and lowering TOE of other tank and mechanized divisions I am able to create high TOE monsters very quickly.

I am able to bring into a battle (from a single hex) 1200+ AFVs. At turn 3-5, in combination with rifle divisions and support artillery, this is able to completely trash a panzer division. It means the enemy is scarcely able to hold pockets and will take very high AFV losses. The losses to the Soviet player would be completely acceptable, being mostly T26 and BT model tanks.
In addition, the Soviet player can immediately pull back after their attack making these high toe divisions reusable.

I will post some examples here if an admin will permit me to be allowed to post images.

Thank you

You make pockets with the Germans using Motorized divisions. Mentioned this (wrote in my AAR)a long time ago to thwart such actions by the Soviets. The German Moto divisions will probably retreat but will trash the Soviet armor.
Jango32
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by Jango32 »

Will post the images for ToxicThug due to the 10 posts rule.


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Stamb
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by Stamb »

I thought that divisions which have > 100% toe send elements back to a pool to match their 100%...

So right now it is pretty hard to push with current patch, logistic system is doing their own things, Soviets can retreat easily in no early end, and if they do not retreat - they can smash panzers which will prevent any future rapid advance. Who would even agree to play as an Axis? (except HLYA :) )
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by Iam5not8 »

ORIGINAL: ToxicThug11

Hello everyone. I am making this thread to ask whether this is intended.

By disbanding and lowering TOE of other tank and mechanized divisions I am able to create high TOE monsters very quickly.

It seems that is the main issue, that shoudl be looked out by the devs
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by KenchiSulla »

Slightly off topic but can't help but notice you are using 1.02.06 Beta -> Can you show us a screenshot of detailed combat? Curious what the impact of (In)direct artillery is on the battle....
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Joel Billings
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by Joel Billings »

IIRC, the only time a unit immediately drops to it's max TOE is when it is in the reserve. On the map, the unit will slowly shed extra elements. At least that's my recollection. This looks like a tank division that started with the 41A OB and upgraded to the 41B OB which is smaller. Over time the unit will likely send excess elements to the pool. So I think this is WAD. Yes, it is possible for the Soviets to field some massive mobile divisions in 1941 if that's what they want. They don't usually stay massive for long.
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ToxicThug11
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

The reason I'm interested in this is because it is allowing me to wipe out 10% of the German onmap AFVs in a single turn, which is certainly not balanced. The Germans are also unable to hold encirclements because of these 155 TOE divisions. I'll include some more images when I reach my 10th post.

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RE: Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

ORIGINAL: HardLuckYetAgain
ORIGINAL: ToxicThug11

Hello everyone. I am making this thread to ask whether this is intended.

By disbanding and lowering TOE of other tank and mechanized divisions I am able to create high TOE monsters very quickly.

I am able to bring into a battle (from a single hex) 1200+ AFVs. At turn 3-5, in combination with rifle divisions and support artillery, this is able to completely trash a panzer division. It means the enemy is scarcely able to hold pockets and will take very high AFV losses. The losses to the Soviet player would be completely acceptable, being mostly T26 and BT model tanks.
In addition, the Soviet player can immediately pull back after their attack making these high toe divisions reusable.

I will post some examples here if an admin will permit me to be allowed to post images.

Thank you

You make pockets with the Germans using Motorized divisions. Mentioned this (wrote in my AAR)a long time ago to thwart such actions by the Soviets. The German Moto divisions will probably retreat but will trash the Soviet armor.
I agree, the greatest threat to Soviet armor is motorized divisions. Still, I dont see how after closing a pocket the Germans can counter being hit by two or three 14-18 CV Soviet Tank Divisions. Usually the Germans are out of fuel and fatigued by the time they close a pocket. German panzer divisions seem to be made of eggshells. In my recent game I have completely trashed three German panzer divisions with what are essentially Soviet tank divisions overstuffed with T26s.

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RE: Soviet Tank and Mech divisions exceeding TOE

Post by loki100 »

ORIGINAL: ToxicThug11
...
I agree, the greatest threat to Soviet armor is motorized divisions. Still, I dont see how after closing a pocket the Germans can counter being hit by two or three 14-18 CV Soviet Tank Divisions. Usually the Germans are out of fuel and fatigued by the time they close a pocket. German panzer divisions seem to be made of eggshells. In my recent game I have completely trashed three German panzer divisions with what are essentially Soviet tank divisions overstuffed with T26s.

why are you using such an old patch?
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

This is the patch we started our game on and so we have stuck to it

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RE: Soviet Tank and Mech divisions exceeding TOE

Post by Denniss »

Was the merging permitted even if the resulting merged unit would come out at 150% TOE?
I believe in WitE 1 we later added an upper cap for unit merges so no merges possible if the merged unit would be at >125% TOE
If such a cap is not in WitE 2 it should be added
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by Beethoven1 »

I've got some other questions for you. 5 questions, in particular. If you respond to each of these questions with a different post, that will get you up to 10 posts, so that then you can post your other screenshots.

1) Is this your game against plop?

2) In your opinion, should Grigory Kulik be buffed?

3) Why does WITE2 not have a position for artillery directorate chief? Is this a manifestation of anti-Kulik bias?

4) Would you support the addition of a rename feature to the game allowing you to rename things like you can do within the editor, to allow you to rename the KV-1 tank to the GK-1?

5) Prison or medal?
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ToxicThug11
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

To answer your first question, Plop has unfortunately decided to not play WITE2 with me after losing on turn 1 when the Bialystok pocket was broken

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ToxicThug11
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

To answer your second question, Marshal Grigory Kulik must be buffed due to his heroic actions saving the remnants of the Western front.
I hope everyone can learn more about Grigory Kulik with this post.
Grigory Kulik was a great military mind. When he allowed the Germans to reach Leningrad he knew that the Germans supply lines would be stretched. He was also aware that there were too many citizens in Leningrad who required too much food and undertook efforts to depopulate the city to improve the countries supply situation.
In a way, Grigory Kuliks logistics genius contributed to an abundance of food and a collapse in German logistics.
Moreover, his ingenious delay of the ppsh and the grenade launcher saved millions of tons of ammunition and rubles.
His decision to make every t34 have a lack of ammunition contributed to German overconfidence in their campaign.
While some admire rokosovsky for his "bravery" and "skill", patricians admire Kulik for his firm grasp of logistics and his overall grand strategy to win WW2.
I feel like his admin level should be raised to atleast 9 since he was so proficient at administering everything.

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ToxicThug11
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

To answer question 3, it is strange to me that artillery does not have leadership. Marshal Grigory Kulik skillfully concluded the Winter War commanding the artillery there. I think there is definitely some post war bias against Marshal Grigory Kulik which has manifested within this game.

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RE: Soviet Tank and Mech divisions exceeding TOE

Post by malyhin1517 »

ORIGINAL: ToxicThug11

To answer your second question, Marshal Grigory Kulik must be buffed due to his heroic actions saving the remnants of the Western front.
I hope everyone can learn more about Grigory Kulik with this post.
Grigory Kulik was a great military mind. When he allowed the Germans to reach Leningrad he knew that the Germans supply lines would be stretched. He was also aware that there were too many citizens in Leningrad who required too much food and undertook efforts to depopulate the city to improve the countries supply situation.
In a way, Grigory Kuliks logistics genius contributed to an abundance of food and a collapse in German logistics.
Moreover, his ingenious delay of the ppsh and the grenade launcher saved millions of tons of ammunition and rubles.
His decision to make every t34 have a lack of ammunition contributed to German overconfidence in their campaign.
While some admire rokosovsky for his "bravery" and "skill", patricians admire Kulik for his firm grasp of logistics and his overall grand strategy to win WW2.
I feel like his admin level should be raised to atleast 9 since he was so proficient at administering everything.
Hope this is a joke! Then remember that for a long time Kulik did not allow the replacement of the production of the 76.2 USV cannon with the 76.2 mm ZiS-3! As a result, the replacement of the gun took place after a direct order from Stalin. The PPSh machine gun was a favorite weapon not only of the Soviet, but also of the German infantry, in Germany they even adopted it.
Sorry, i use an online translator :(
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ToxicThug11
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

Sometimes what the soldier wants isn't important. Tank on tank combat is rare, it's better to produce a more economical cannon. The PPSH promoted excessive consumption of ammo. Germans captured all kinds of weapons and used them for their own uses.

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ToxicThug11
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RE: Soviet Tank and Mech divisions exceeding TOE

Post by ToxicThug11 »

[quote]ORIGINAL: Beethoven1

I've got some other questions for you. 5 questions, in particular. If you respond to each of these questions with a different post, that will get you up to 10 posts, so that then you can post your other screenshots.

1) Is this your game against plop?

2) In your opinion, should Grigory Kulik be buffed?

3) Why does WITE2 not have a position for artillery directorate chief? Is this a manifestation of anti-Kulik bias?

4) Would you support the addition of a rename feature to the game allowing you to rename things like you can do within the editor, to allow you to rename the KV-1 tank to the GK-1?

5) Prison or medal?


4. I believe the KV1 should have in reality been called the GK-1. In addition, Grigory Kulik argued for a more ergonomical design of the T34.

5. It is better to counterattack and receive a medal than be jailed for cowardice.

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RE: Soviet Tank and Mech divisions exceeding TOE

Post by xhoel »

ORIGINAL: Denniss

Was the merging permitted even if the resulting merged unit would come out at 150% TOE?
I believe in WitE 1 we later added an upper cap for unit merges so no merges possible if the merged unit would be at >125% TOE
If such a cap is not in WitE 2 it should be added

The game doesnt allow a merge if ready TOE exceeds 100%. The rule is currently in WItE 2.
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