Perpetual Desolation - HLYA (German) vs a Soviet Player
Moderator: Joel Billings
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
The goal here is the Rail in front of VL. I push forward a few hexes a turn.
The goal here is the Rail in front of VL. I push forward a few hexes a turn.
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Creeping up on Smolensk, one hex at a time
Creeping up on Smolensk, one hex at a time
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Got an Airborne Brigade Mogelov
Got an Airborne Brigade Mogelov
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Gomel Area
Need to start clearing this up since I have an FBD that is coming this way. My plan is to bring the two PZ DV's that come as reinforcements on turn 12 to this area too. So this area will start getting trickle in reinforcements not to awaken the bear to this area.
Gomel Area
Need to start clearing this up since I have an FBD that is coming this way. My plan is to bring the two PZ DV's that come as reinforcements on turn 12 to this area too. So this area will start getting trickle in reinforcements not to awaken the bear to this area.
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
turn 9
Free Lunch in Kiev. I will take it
Free Lunch in Kiev. I will take it
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Dnep
Just moving forward at Inf speed. Resting some of the PZ's.
Dnep
Just moving forward at Inf speed. Resting some of the PZ's.
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Zap area just moving forward infantry speed. Infantry speed is good
. I haul in a Cav Division in the process.
Zap area just moving forward infantry speed. Infantry speed is good
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Finish off the pocket in the Crimea and surround another unit.
Finish off the pocket in the Crimea and surround another unit.
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Rail Head across the map
Rail Head across the map
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Ground Losses. 310,656 Soviet
Ground Losses. 310,656 Soviet
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Turn 9
Air Losses
Air Losses
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HardLuckYetAgain
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Game is still ongoing waiting on turn 18 back from the Soviet player, it will be a week tomorrow since I sent it.
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HardLuckYetAgain
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Awaiting turn 19. Will update the AAR when we get into the middle of December:-)
Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Been following this Server PvP on Discord from "a Soviet Player's" perspective.
Statistically your performance in your opponent's AAR is an outlier, that much I can say with certainty. Luckily he posts quite some combat reports which many people simply do not do or leave out the "Details" which is equally making the reports useless. So some questions came up I (and I assume some others) would like you to answer.
Note: I do not have all the info obviously, so I have to go with what I have.
Could you explain to the Community...
I did not count SCOUTs (the ones I know off) as wins or losses.
I did not count "Surrender Flags" as wins.
I also left out the encircled Leningrad region out of the calculations (all were wins + 1xSCOUT).
Some turns you did GA Spam to Units which is not shown/was not posted like that by your opponent. But since your win ratio is basically 100% counting these few more as instant wins or just as wins does not change much. If GA UNIT or Interdiction is removing certain possibilities in combat results it would be nice if you could explain in what way.
Obv. some attacks are followups attacks, again, does not change the statistic if we would exclude them.
The good thing, with 100% wins I saved time with the calculator.
I am also attaching an PvP example of an halted attack you may explain how you would have avoided the Soviet increasing their CV by such a margin and causing a "halt at range" (since this never seems to happen in your attacks).
Looking forward for your detailed "Combat prediction Guide" we all can follow. I personally am especially looking forward how to avoid halts at longer ranges for all my Axis attacks in the future, thanks to your Guidance.
Statistically your performance in your opponent's AAR is an outlier, that much I can say with certainty. Luckily he posts quite some combat reports which many people simply do not do or leave out the "Details" which is equally making the reports useless. So some questions came up I (and I assume some others) would like you to answer.
Note: I do not have all the info obviously, so I have to go with what I have.
Could you explain to the Community...
- how you have a win ratio of close to 100%, sometimes even 100%? (not counting SCOUTs as losses)
Like, can provide a detailed guide/scheme/matrix you apply to your decision before you do a right-click?
One that everyone can follow to also reach 99% win ratios.
Some in which is accounted for:- Unknown actual Soviet CV (the predictor is off by quite an amount at times)
- Unknown Soviet/Axis SU committments
- Unknown Soviet/Axis RESERVE committments
- Unknown Soviet Air (well in this AAR this is not important due to no Soviet Air, but otherwise)
- Unknown Soviet Leader (if changed/died)
- Unknown Leader Rolls (especially the Soviet ones)
- how you can combine a high win ratio as you have it with constantly close combat results (e.g. 2.X:1 Odds)?
- how you do not have a single "Attack was Halted at Range XXX" result?
Here again, provide a detailed Guide on how to avoid them, which everyone can follow to avoid these results with certainty. Looking at your attacks it seems that "Halts" at longer ranges would not be a part of the Combat results in this game at all. - why you did not at all attack the two GA UNIT spammed Hexes in T13?
I assume an Axis Player who can predict Combat outcomes seemingly with 100% accuracy and avoid longer ranged halts completely should be able to plan ahead having sufficient units/MPs to make use of GA UNIT missions, right?
I did not count SCOUTs (the ones I know off) as wins or losses.
I did not count "Surrender Flags" as wins.
I also left out the encircled Leningrad region out of the calculations (all were wins + 1xSCOUT).
Some turns you did GA Spam to Units which is not shown/was not posted like that by your opponent. But since your win ratio is basically 100% counting these few more as instant wins or just as wins does not change much. If GA UNIT or Interdiction is removing certain possibilities in combat results it would be nice if you could explain in what way.
Obv. some attacks are followups attacks, again, does not change the statistic if we would exclude them.
The good thing, with 100% wins I saved time with the calculator.
I am also attaching an PvP example of an halted attack you may explain how you would have avoided the Soviet increasing their CV by such a margin and causing a "halt at range" (since this never seems to happen in your attacks).
Looking forward for your detailed "Combat prediction Guide" we all can follow. I personally am especially looking forward how to avoid halts at longer ranges for all my Axis attacks in the future, thanks to your Guidance.
- Attachments
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- HvsSP_T12 overview.jpg (3.91 MiB) Viewed 275 times
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- HvsSP_T13 overview.jpg (4.6 MiB) Viewed 275 times
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- HvsSP_T14 overview.jpg (4.6 MiB) Viewed 275 times
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- Manstein fail.png (843.41 KiB) Viewed 328 times
Last edited by Wiedrock on Thu Nov 20, 2025 4:12 pm, edited 2 times in total.
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
3 more turns.
EDIT: Had the T14 as 88% because I messed up the 3/34=0.088 during the night, the actual is 1-0.088, so ~91%.
So the new average Win ratio over 6 turns is 97.89%.
EDIT: Had the T14 as 88% because I messed up the 3/34=0.088 during the night, the actual is 1-0.088, so ~91%.
So the new average Win ratio over 6 turns is 97.89%.
- Attachments
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- HvsSP_T15 overview.jpg (4.64 MiB) Viewed 323 times
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- HvsSP_T16 overview.jpg (3.87 MiB) Viewed 328 times
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- HvsSP_T17 overview.jpg (1.62 MiB) Viewed 328 times
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
- Joel Billings
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Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
Please do not imply that cheating is going on here. I have checked the logs and can attest that there is no double downloading going on for the German player.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
I am just curious how he does it and hope for him to share it with the Community.
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
Re: Perpetual Desolation - HLYA (German) vs a Soviet Player
I'm a noob poster/long time lurker but he gives a big breakdown on his tactics/combat odds calculation here in this AAR: https://forums.matrixgames.com/viewtopi ... 5&start=20
