New Self-Vs-Self Game, New Version 01.04.16

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

End of Russian Turn 11: August 31,1941

Northern sector:
Stand and fight in place

Central sector:
Tried to fix gaping hole in Vyazma-Durogobuzh-Velnya area using RR reinforcements; stand and fight in place elsewhere

Southern sector:
Tried to patch some defensive boundary east of Kiev, but very weak. Defending Ingul River Line down to Nikolaev. Fortifying entrance to Crimea.


Patton-esq
"If we are not victorious, let NO MAN come back alive!"???
ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

Without Manhood WIA, cowards only, or enforced "decimation" in the rear area
ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

PSKOV BLUNDER

I DIDN'T HAVE PSKOV RR REPAIRED AND IMMEDIATELY ADDED A DEPOT. I WILL TRY TO DO THIS ON TURN 12. WEHRMACHT UNITS NOW ARE NOW GENERALLY RECOVERING FROM SUPPLY ISSUES.
ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

End of German Turn 12: September 7, 1941

Novgorod fell; 3 hexes south of Narva River Line; Unsuccessful attack on that line.

4 hexes away from Vyazma.

Nikolaev pocket created.

CHECKED TO MAKE SURE ALL CITIES CONNECT VIA RR TO THE NETWORK AND ALL CAPTURED PORTS HAVE DEPOTS (SEA SUPPLY)!
ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

End of Russian Turn 12: September 7, 1941

Weather finally turns from summer ideal conditions!
Rain (not heavy rain) starts; light mud starts; road system "average".

Stayed at Narva River Line. Minimal retreat elsewhere.

In central sector, tried to reinforce area around Smolensk. Wehrmacht 9 hexes from Rzhev! Minimal retreat.

In southern sector, defending Dnepr and Bazavlik Rivers. More troops needed in this sector!
ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

Toronja91 wrote: Thu Oct 22, 2026 1:28 pm Hey Reginald don't feel discouraged I lurk these forums a lot and have been following, keep it up.

Now I am not a WITE2 blackbelt by no stretch, but I try to imitate what the "greats" do on here; to that end let me address some points you brought up:
ReginaldBednar2 wrote: Sat Oct 17, 2026 10:23 pm End of German Turn 4: July 13, 1941

I Corps attacks toward port of Parnu. 4th Panzer Group panzers driver toward Pskov River Line, but terrain is poor and slows seem down. Get within four hexes of line.

RR repair up to Minsk from NW RR line. Both 3rd and 2nd Panzer Group panzers smash line past Minsk and drive toward The Land Bridge and Mogliev (5 hexes away). Problem is panzers for both are now highly fatigued and will need to rest next turn. Infantry seals up northern exists from Pripyat Marshes. Slow advance to minimize fatigue on western side of Marshes.

In southern sector, Rovno and Proskurov fall as all panzers drive in a wedge toward Kiev along the two RR lines to the city. 17th Army just advances. Moving past Prut River to Dnestr River. Still a long way from Odessa; RR repair toward the city.


IMPORTANT LESSONS

1) Primary goals have been identified (Pskov (Leningrad), Mogliev (Moscow),
Kiev (Ukraine industrial might), and Odessa (big port).

2) Expedite RR repair towards those paths.

3) Best tactic for limited Russian army withdrawals seems to be to smash a
huge sector in the line and forego major encirclements.

4) Move up Luftwaffe manually (especially getting recon units within
range of likely)

5) Don't keep advancing infantry as maximum rate (will quickly get high
fatigue and low attack factors

6) Establish depots manually where RR capacity exceeds 1, especially near
airfields of size 2+

7) Use Luftwaffe AI assist after moving aircraft groups


1) Industry unfortunately doesn't play as big of a role as it should in real life, it will be evacuated and up again in weeks.

2) You can even double up FBD units on your most important axis of advance.

3) Not wrong per se but in 41 you must destroy as much Russian manpower as possible, if you can keep them at 2.5m or below this is manageable for Axis; 2m and under will cripple Red Army.

5) Yes and no. Rotate your advancing infantry with rested ones. Read the section in the manual about Administrative Movement. TLDR leaving a few units on previously captured hexes will allow them to recover CPP faster. In 41 the name of the game is to seize important territory ASAP.

6) Having them on big airfields is nice but priority is to get them as close to the front as possible. Prioritize double rails, big railyards and getting the lead railhead within 30 hexes of your most advanced units.

7) To each his own but AI assist will do silly things sometimes (send Stukas to perform naval patrol, instead of sending level bombers with mines for instance). I find it best to manually move/manage Luftwaffe. Keep level bombers close to starting territory in 41 as they are freight hogs, only advance recon and fighters first, along with a few tactical/fighterbomber aircraft.

Also replacing a leader just costs APs not VPs
Why do you say HI and Armaments are not that important? Both are needed to replace Russian weapon losses and built new weapons for new (hopefully long-term experienced) units. In War in the East II, guerilla warfare can be neutralized with enough reinforcements, like in other wars! The key is to use RR lines in open areas (not in swamps or woods).

I think the non-independent units should be abstracted (not on the map at all), completely user controlled, with a set of clicks up to a certain number of RR hexes from the Army Groups. This presents anti-guerilla repair, rear-area repair, and not allowing the lower, tactical HQs to hog all RR repair!
ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

End of German Turn 13: September 14, 1941

WEATHER
Raining causes extra fatigue.

VICTORY POINT ASSESSMENT
Current Wehrmacht HWM (High Water Mark): 475 VP
Needed to Avoid Sudden Death: HWM of 525 VP by 1/1/1942 (50 VP more)
Close, Low Risk Objectives: Dnepropetrovsk, Zaporozhye, Rzhev (30 VP total)
Medium Risk Objectives: Kharkov, Kursk (20 VP total)
High Risk Objectives: Tula, Kalinin, Stalino, Rostov (40 VP total)
Very Difficult: Sevastopol (30 VP total)

CAMPAIGN

9 hexes away from Leningrad in main drive; 2 hexes away Velikie Luki.

Chernigov falls; adjacent to Vyazma and 8 hexes away from Rzhev.

Krivoi Rog falls; adjacent to Kherson.

INDUSTRY
A lot of medium and low-level industry couldn't be evacuated by Russia due to larger one having top priority in being evacuated.
ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

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Toronja91
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by Toronja91 »

[/quote]

Why do you say HI and Armaments are not that important? Both are needed to replace Russian weapon losses and built new weapons for new (hopefully long-term experienced) units.

[/quote]

Don't get me wrong, they SHOULD be but the game mechanics make it so that these quickly relocate east and are up again in no time (weeks maybe months at most).
ReginaldBednar2
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by ReginaldBednar2 »

LOGISTICS QUESTIONS

1. IS THERE ANY ADVANTAGE TO BUILDING DEPOTS FOR RR (1) TOWNS WHICH WILL HAVE AIRFIELDS?

2. WHAT DOES THE NUMBER IN THE TRIANGLE WHEN IN DEPOT MODE MEAN? SOMETIMES IT IS GREEN; OTHERTIMES IT IS YELLOW? THE NUMBER IS USUALLY 1, 2, OR 4. I CAN'T CORRELATE IT WITH LOGISTICS INFO FOR THE TERRAIN HEX
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thek3mu
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Re: New Self-Vs-Self Game, New Version 01.04.16

Post by thek3mu »

ReginaldBednar2 wrote: Thu Oct 29, 2026 4:25 pm LOGISTICS QUESTIONS

1. IS THERE ANY ADVANTAGE TO BUILDING DEPOTS FOR RR (1) TOWNS WHICH WILL HAVE AIRFIELDS?

2. WHAT DOES THE NUMBER IN THE TRIANGLE WHEN IN DEPOT MODE MEAN? SOMETIMES IT IS GREEN; OTHERTIMES IT IS YELLOW? THE NUMBER IS USUALLY 1, 2, OR 4. I CAN'T CORRELATE IT WITH LOGISTICS INFO FOR THE TERRAIN HEX
1. airfields need supply (if i had enough AP i'd build depot ... but then, i'm a noob. :) )
2.
Living Manual(1.35), 25.7.1. Depot Types wrote:When the toggle logistics info is on, depot hexes are displayed with an inverted triangle. Depot priority (0-4) will be displayed inside the depot symbol, with 0 in red, 1 in orange, 2 in yellow, 3 in dark green, 4 in light green. A symbol below each type of depot will also be displayed. [...]
... also, why don't hop over on the "Quick Questions Thread"? we have cookies! :)
So muss man erst mal machen können.
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