TLDR: Scroll down to Step 1 and have at it.
Disclaimer: I’ve never PVP’ed and it's my contention that this works regardless of PVP or against the AI. I have read or at least thoroughly perused every AAR on the forum going back to 2021 and believe this opening is unique or at least unpublished.
Game Options: WARNING if you craft your own Air attack do NOT interdict navel hexes around the port of Liepaja!
House Rules: No temp motorization, No paradrops. My thoughts are that any other largely accepted or normal house rules don’t come into play on GT1.
Testing: I've iterated through this opening countless times since 103 beta, I've run through it partially at least 100 times and spent more than 1,000 hours on GT1 since WITE2 came out. To say the least, I'm fascinated/captivated by all the permutations and possibilities!
Goals:
- Produce a North /Center GT1 opening that maximizes opportunities for all play styles PVP or against the AI.
- Pocket everything that can be pocketed! RNG is going to push some Sec and NKVD units out. Player decisions also effect the extent to which this goal can be realized. In particular when attacking a unit that has retreated you will see units route out of pocket from time to time.
- Develop two unbreakable pockets and leave the North Central area (Kaunas) with no T2 clean up.
- Provide players with options allowing for maximized forward deployment of Armor/Motorized units such that the strategic goals of the individual are not limited by the opening.
- Maintain reserves available to account for the inevitable high moral Soviet units that retreat.
- The Bialistock pocket may be less constricted than I've observed some highly experienced players espouse is wise. It can't be broken and cutting it in half or hugging real close isn't part of this opening.
- I leave a large number of the Artillery Forts untouched, that causes a lot more clicks walking HQ units where needed. This was covered extensively in HYLA's (Deep respect sir!) Rovno Pocket thread https://www.matrixgames.com/forums/view ... 8#p5055678, page 30. Bottom line is I operate from the perspective that it's best to bag more casualties with a drive-by on T2 than to expend CPP on T1 and net less.
- I use more force/resources and or SU support than is needed in many attacks throughout. I'm crap at understanding how to semi-accurately calculate what it takes to get the job done with FOW on, so I provide for worst case scenario asset commitment.
- I do not provide guidance on supply. My infantile grasp of that dark art is unworthy of consideration.
- This walkthrough is presented with Fog of War/Movement OFF. Turning it on doesn't change the results and IMO only adds to the click fest.
- YOU'RE MILEAGE WILL VARY! Per my the first sentence in this diatribe, it's impossible to provide a step by step, too many variables. I'll point out what I've seen that's outside the norm in my testing and you'll see something else if you run through this enough times.
23.13. DISPLACEMENT MOVES
On the first turn of any scenario, units will not displace to their HQ units, but instead only displace to nearby town, city or urban hexes. (Air fields are also valid displacement locations)
A unit will not displace to a hex that has a non-isolated enemy unit within two hexes. (Not true GT1! Unless you're adjacent units can/will displace to those locations.)
This is potentially what you'll end up with, yellow circles are PZ and Mot Div's that haven't moved;
. That's it, on with the show...