
The RED Fires of Hell (HLYA as Soviets VS Unknown German)
Moderator: Joel Billings
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 is now in the Germans hands. I rushed many things but it is what it is. I feel naked taking quick turns 

German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 1 End of Turn
I slim the Soviet Air Force down to the bare minimum I want to use. Is it right? Probably not. Should others do it? Na, don't try the stupid things I try.
I slim the Soviet Air Force down to the bare minimum I want to use. Is it right? Probably not. Should others do it? Na, don't try the stupid things I try.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
T1 End of Turn losses done by Soviets during the turn. (No Air was done so no losses there other than attrition)
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 1 End of Turn (real turn NO Delay)
An exchange rate of 3.59 Soviets for 1 German in previous post during my action phase. I will take it. Granted short term this really means nothing and will not change anything short term. Long term that is another story
Not to mention all of the attacks were from "DOOMED" units anyway that would surrender next turn so why not? Maybe those more "enlightened" than me can tell me why you should not? Anyone?
North Doomed unit attacks (Please note that the attacks took place before changing of higher HQ's to Stavka on many. With HQ's outside of the pocket the HQ can be changed to affect the units inside of the pocket. I know the intention was for units not to be able to do so but it is still there and the Soviets can "easily" get command limits in place by end of Turn 1 for key areas, if not all areas if the time is spent playing with all of the Corps HQ's, which is a pain in the rear in and of itself.)
Center Doomed unit attacks
South Doomed unit attacks
An exchange rate of 3.59 Soviets for 1 German in previous post during my action phase. I will take it. Granted short term this really means nothing and will not change anything short term. Long term that is another story

North Doomed unit attacks (Please note that the attacks took place before changing of higher HQ's to Stavka on many. With HQ's outside of the pocket the HQ can be changed to affect the units inside of the pocket. I know the intention was for units not to be able to do so but it is still there and the Soviets can "easily" get command limits in place by end of Turn 1 for key areas, if not all areas if the time is spent playing with all of the Corps HQ's, which is a pain in the rear in and of itself.)
Center Doomed unit attacks
South Doomed unit attacks
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 1 End of Turn Comments
In my other games as Soviets I would "relocate" a HQ out of danger taking the chance of the Leader getting killed. In this game I have decided "not" to "relocate" the HQ out of danger. As a matter of fact I did not relocate any HQ to save leaders. Because you can relocate the HQ to actually get behind your own lines. I have done extensive studies in WITE1 and WITE2 of where relocated HQ's go to. Most will do just fine getting behind your friendly lines. BUT some of the areas of the Map for relocation is a "DEATH" trap and better if you had just left them in place. I know I am going too deep but if anyone wants to go down that rabbit hole it is there along with my posts in this forum and in WITE1 forum showing some interesting discussions on it.
I also did not pay to change the leader from the doomed hex he is in. Neither did I do any change of leader anywhere else on the map. Is this the right way? Only the player can justify their own methods. As such I spent ZERO points on leader changes for the Soviets. Matter of fact you get handed good leaders for free if you know what you are doing
So probably likely I will lose this good leader. So be it, if I have to walk into Berlin with an all 1 stat leader I will
In my other games as Soviets I would "relocate" a HQ out of danger taking the chance of the Leader getting killed. In this game I have decided "not" to "relocate" the HQ out of danger. As a matter of fact I did not relocate any HQ to save leaders. Because you can relocate the HQ to actually get behind your own lines. I have done extensive studies in WITE1 and WITE2 of where relocated HQ's go to. Most will do just fine getting behind your friendly lines. BUT some of the areas of the Map for relocation is a "DEATH" trap and better if you had just left them in place. I know I am going too deep but if anyone wants to go down that rabbit hole it is there along with my posts in this forum and in WITE1 forum showing some interesting discussions on it.
I also did not pay to change the leader from the doomed hex he is in. Neither did I do any change of leader anywhere else on the map. Is this the right way? Only the player can justify their own methods. As such I spent ZERO points on leader changes for the Soviets. Matter of fact you get handed good leaders for free if you know what you are doing

So probably likely I will lose this good leader. So be it, if I have to walk into Berlin with an all 1 stat leader I will

German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 1 End of Turn
Troop Positions
Yesterday I received Turn 2 early in the morning. I finished the turn by late afternoon and my opponent is on Turn 3. True to my word I will give out my end of turn position end of turn 1. Until the Germans come into contact with my lines in specific areas I will do the 30,000 foot view of the battlefield. Here are the depositions of the Soviets end of turn 1.
You will notice that the counters are colored by supply state to those units. Yes, I could put every unit on Supply 4, but what fun is that? As such you see my supply states on the map.
BTW, I will not be using an Assault HQ for a very long time. Should I do so? Yes. But I am not. Instead I am building Forts in key places and 50 forts take up a lot of AP
Troop Positions
Yesterday I received Turn 2 early in the morning. I finished the turn by late afternoon and my opponent is on Turn 3. True to my word I will give out my end of turn position end of turn 1. Until the Germans come into contact with my lines in specific areas I will do the 30,000 foot view of the battlefield. Here are the depositions of the Soviets end of turn 1.
You will notice that the counters are colored by supply state to those units. Yes, I could put every unit on Supply 4, but what fun is that? As such you see my supply states on the map.
BTW, I will not be using an Assault HQ for a very long time. Should I do so? Yes. But I am not. Instead I am building Forts in key places and 50 forts take up a lot of AP

German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 1 End of Turn
Supply overall
As I said in previous post "base" supply to units is set to two as seen here. Is it right? Probably not, but I am playing this way the whole game without setting everything to 4 since I don't feel in real life every unit had supply level 4 to them.
Supply overall
As I said in previous post "base" supply to units is set to two as seen here. Is it right? Probably not, but I am playing this way the whole game without setting everything to 4 since I don't feel in real life every unit had supply level 4 to them.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
End of Turn 1
Air (Running only during Enemy turn on turn1)
Here is my End of Turn Air directives to be run during the enemy turn.
And the directives themselves. I did mess up on one air directive from Vyzama by selecting the wrong aircraft there, when the squadron should have come from Smolensk instead, oh well nobody will notice anyway besides me
Air (Running only during Enemy turn on turn1)
Here is my End of Turn Air directives to be run during the enemy turn.
And the directives themselves. I did mess up on one air directive from Vyzama by selecting the wrong aircraft there, when the squadron should have come from Smolensk instead, oh well nobody will notice anyway besides me

German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
Weather
Weather
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2
Events!!!!
Nothing Interesting
.
Events!!!!
Nothing Interesting

German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
Ground & Air Losses since last turn
Air Lossess
Ground & Air Losses since last turn
Air Lossess
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
Had three interesting Interceptions 13 hexes from Smolensk on some transports
. The first of these 3 interceptions was the most interesting. Again nothing spectacular but nice opening war Air fights other than the first turn 
I am running a Soviet centric Fighter Soviet Air Force. Meaning I am not throwing bombers away haphazardly in this game. Matter of fact no bombers are on the map and won't be for some time (bombers as in more than one engine) I will slowly grow the Soviet Centric Fighter Air Force in both size, and hopefully skill, over the course of "many", "many", "many" turns. I noticed some things in my JB game that I want to try and do in this game. Will it work? I think it will but really need to play this out.
Please realize that this game has "closed" TB's thus the Germans really have to pay attention to their Fighter Air Force.
Had three interesting Interceptions 13 hexes from Smolensk on some transports


I am running a Soviet centric Fighter Soviet Air Force. Meaning I am not throwing bombers away haphazardly in this game. Matter of fact no bombers are on the map and won't be for some time (bombers as in more than one engine) I will slowly grow the Soviet Centric Fighter Air Force in both size, and hopefully skill, over the course of "many", "many", "many" turns. I noticed some things in my JB game that I want to try and do in this game. Will it work? I think it will but really need to play this out.
Please realize that this game has "closed" TB's thus the Germans really have to pay attention to their Fighter Air Force.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
The other two battles in that hex just for giggles.
The other two battles in that hex just for giggles.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
Truck situation
Less planes on map, less level 4 supply to start off with. Should it help the truck situation? Time will tell.
Truck situation
Less planes on map, less level 4 supply to start off with. Should it help the truck situation? Time will tell.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
OOB
Soviet has lots of units in reserve
OOB
Soviet has lots of units in reserve

German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
I built a depot in Leningrad to start stockpiling supplies last turn. I will build another this turn in the yellow circle and if a strong push to Leningrad I will continue to build depots in the heavy forest to stockpile more supplies before the possibilities of being cut off.
I have also started two airfields last turn, which completed building by turn 2
marked in Green. I will upgrade these to level 2. If the Germans come this way, which I should be able to tell shortly, I will start the upgrade to level 3 to support any supply runs into isolated Leningrad if that comes to fruition.
I am sure everyone does these types of things and nothing new to see here.
I built a depot in Leningrad to start stockpiling supplies last turn. I will build another this turn in the yellow circle and if a strong push to Leningrad I will continue to build depots in the heavy forest to stockpile more supplies before the possibilities of being cut off.
I have also started two airfields last turn, which completed building by turn 2

I am sure everyone does these types of things and nothing new to see here.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
Germans and rgmting. Not really a problem behind the major river and early game. But rgmting can end up being a costly battle result if not properly done. Much has been written on this on the forum. As such I will keep an eye for attacking opportunities. Since we all should know what the German weakness is long game
Germans and rgmting. Not really a problem behind the major river and early game. But rgmting can end up being a costly battle result if not properly done. Much has been written on this on the forum. As such I will keep an eye for attacking opportunities. Since we all should know what the German weakness is long game

German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2 Beginning of Turn
More dead leaders fro displacement. Lost 3 more German turn 2 for a grand total of 8. The worst is over now having all the HQ's in semi safe locations.
This was the best out of 3 that was lost
.
More dead leaders fro displacement. Lost 3 more German turn 2 for a grand total of 8. The worst is over now having all the HQ's in semi safe locations.
This was the best out of 3 that was lost

German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Turn 2
Ground Phase
Many have posted about Rumanians. Add to it that it is Rumanian & a rgmt..... Well the picture tells the story.
Ground Phase
Many have posted about Rumanians. Add to it that it is Rumanian & a rgmt..... Well the picture tells the story.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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Re: The RED Fires of Hell (HLYA as Soviets)
Currently on Turn 7 but I have had no time to update the AAR. I don't make any promises but should have something Sunday/Monday.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004