can someone please post (or send to me) the play of Road to Leningrad

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OberstVonWitz
Posts: 113
Joined: Fri Nov 26, 2021 6:07 am

can someone please post (or send to me) the play of Road to Leningrad

Post by OberstVonWitz »

It sees like banging my head against a brick wall is not likely to achieve very much.

This is in keeping with just HOW to even get close to getting a victory in this game. :?

It would be tremendous if someone could send me a set of files that show how it was done.

I also think it would be a great "sticky" for new players for a fast track to coming to grips with the game thus my suggestion...
Intelligent
Posts: 19
Joined: Fri Apr 22, 2022 7:35 pm
Location: Crimea

Re: can someone please post (or send to me) the play of Road to Leningrad

Post by Intelligent »

This scenario seems to me very unbalanced. If we talk about the game of two equal players, then the USSR is extremely likely to win. The German has a chance to run only if the USSR makes some kind of strategic mistake. Among the most common is the cauldron southeast of Pskov across the river. Usually you don't need to place anything here except NKVD regiments and paratrooper brigades. Because the divisions stationed here can be surrounded by the Germans on turn 2. Another common mistake may be the defense of the great meadow and talin with excess forces. While Pskov will be covered by "one and a half diggers". Another mistake would be to retreat from Pskov to the east, bypassing Ilmen from the south. Such a maneuver will allow the Germans to occupy the meadow with virtually no problems and go to Leningrad from the west. There is the most comfortable landscape. It turns out that the most effective way to defeat the Germans is to force the duvgau on the first turn with the maximum number of divisions, creating an encirclement in the Kaunes area. Then, on the second and third moves, try to go around or simply break through and surround the Pskov. But you probably will not succeed because the infantry has not yet arrived and there are few tanks. Provided that the USSR becomes rational and retreats into terrain when you approach turn 3 with infantry. And I still don’t take into account that the USSR can take advantage of the German’s mistake for 1 turn and open the boilers and interrupt your sea interception and evacuate from Courland. In general, if you took Novgorod on the 5-6th move, the USSR probably retreated very quickly, and you did not manage to surround anything. And you will meet in the meadow with everything that the USSR has. And given that on the 13th move, many of your tanks leave, you have no choice but to go to Ladoga at the closest place in the best case. Move to 16. And then the mud and the end of the campaign. And you obviously won't win on points, it will be a draw if you took other points early enough.
OberstVonWitz
Posts: 113
Joined: Fri Nov 26, 2021 6:07 am

Re: can someone please post (or send to me) the play of Road to Leningrad

Post by OberstVonWitz »

Hi,

I am not that far ahead, ,I am just playing the AI as the German .

The German does not have a lot of strength imo so smashing down walls (Russian stacks) is time consuming and rather attritional.

The air component to WiTE 2 is extremely weak on killing troops , often 60Ju88 will do nothing. I have tried both bombing and GS and have NOT come away with feeling anything but wasting fuel was achieved. Air supremacy can be very effective.

I am thus left with just keeping things in supply, these rests are not enough to overcome the mass of troops the enemy has. By increasing CPP.

So I'm at a blank how to get more than 3 vc. Both tests resulted in major Soviet victory.
jasonbroomer
Posts: 724
Joined: Mon Jan 10, 2022 5:55 am

Re: can someone please post (or send to me) the play of Road to Leningrad

Post by jasonbroomer »

It's certainly possible to win as German. When I was starting out it took me a couple of goes but ended up with a decent minor victory (1.88:1), I took Leningrad.

I treated these smaller scenarios as learning experiences, working out the interface and how to do things, such as SU attachments, the air war, supply etc. Supply shouldn't be a huge factor in this game though if you repair rail efficiently.

I would recommending learning how to use assault armies effectively (see my thread in the war room), CPP is important to smash holes in the Soviet defences. Once you have created a few pockets and eliminated some units, the Soviet AI has a hard job maintaining a solid line (it doesn't work out which are the critical points of the line to hold very well) and will begin to crumble. Don't let him dig in in forests and swamps, if he does try to bypass the strong points.

Good weather also helps your attack. Light mud diminishes your CPP by 25% and importantly slows you down, retarding breakthroughs. Keep an eye on the weather forecast and try to time your mid game push during a benign weather pocket if you can (don't delay too long though).
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