Newbie Primer
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- Posts: 33
- Joined: Tue Feb 17, 2004 7:41 pm
Newbie Primer
Lee and I are probably going to put a document together that will be an outline of German strategy for the early war period, through the blizzard of '41 and perhaps into spring of '42. It will be something that will enable a guy who has never played the game to have a good grasp of the things that have to be done to be competitive against a good Russian player. As we all know, the manual is worthless, and unless someone really takes the time to teach a new player the game, after 3 or 4 blowouts they quit and move on. What is encouraging is the steady stream of new players who continue to discover this gem, and we as a community ought to ensure that these guys are brought up to speed.
It would be great if some of the best German players (esp. kingtiger and Marc W.) could weigh in as we develop this draft. We'll cover all aspect of the game, from OP points to leaders to production to unit composition to opening moves. Lorenzo did a brief outline of strategy as part of his house rules page but what we're contemplating is much more detailed. I think that it will also be interesting to see the different arguments (and the logic behind them) on certain topics.
It would be great if some of the best German players (esp. kingtiger and Marc W.) could weigh in as we develop this draft. We'll cover all aspect of the game, from OP points to leaders to production to unit composition to opening moves. Lorenzo did a brief outline of strategy as part of his house rules page but what we're contemplating is much more detailed. I think that it will also be interesting to see the different arguments (and the logic behind them) on certain topics.
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- Posts: 888
- Joined: Sat Sep 04, 2004 8:30 am
- Location: Australia
RE: Newbie Primer
The key to Germany's success in 41 is in her pz korps/divisions. Combined with good air support, Russia will have a tough time defending.
Pz korps
3 Pz divisions
1 motor division
4 battalions
Pz Inf korps (armored)
4 motor divisions all with tanks
4 stug battalions
Pz korps (non armored)
3 motor divisions
3 inf divisions
2 battalions
Inf korps (assult)
4-5 inf divisions
3 arty battalions
Inf korps (regular)
3 inf divisions
??? battalions if needed , have spare or are required.
Inf korps (scout, guard)
1 inf division
Pz korps
3 Pz divisions
1 motor division
4 battalions
Pz Inf korps (armored)
4 motor divisions all with tanks
4 stug battalions
Pz korps (non armored)
3 motor divisions
3 inf divisions
2 battalions
Inf korps (assult)
4-5 inf divisions
3 arty battalions
Inf korps (regular)
3 inf divisions
??? battalions if needed , have spare or are required.
Inf korps (scout, guard)
1 inf division
RE: Newbie Primer
ok M39...
OPEN LETTER TO NEWBIE AXIS WIR 41ers:
Jun-Jul 41
go for it gents...you can and must take Lgrad and Mcow before Oct41 ...yr PzKs are unstoppable...dont transfer anything into them and thereby waste a move...pay attention to time table, drive them hard but make sure they start their next turn at min supply 1....Vyazma is yours by 2nd turn in Aug, Rzhev by 3-4 Aug turn...if not, you're in trouble...when the Sov robot retreats his airforce to the invulnerable East edge on his 1st turn, start training yr fighter divisions into the 90+ region
Sov Airfields
you need to destroy massive amounts Sov aircraft before you even plot....devote all yr air to destroying Sov air on the ground, even the WEST and NORThWEST Fronts, which you shud liquidate on yr 5th plot(s).
Sov cut-off tactics
Up until July 20 a seasoned Sov player will create as many 5-plot capable mech corps as he can , and man them with tractors and lawn mowers, meaning he will do the minimum required under the "house rules", in order to CUT OFF yr charging Pzks from supply, ie., so they start their next turn at supply 0....and given his general martyr status in Jun-Jul 41, he will feel quite proud when his lawn mowers cut off several hundred Axis tanks...BUT, dont blame him, you wud/will do the same...just dont be intimidated by the prospect of yr PzKs being cut off... but instead Capture WIDE SWATHS OF TERRITORY AND THEREBY CREATE MULTIPLE ROUTES OF SUPPLY during THAT WINDOW WHEN YOU GOT BLiTZKRieG supply 10...focus on rail lines but dont be obsessed by them...
always, always look at the map and count hexes before you plot
yours to edit at will M39...
OPEN LETTER TO NEWBIE AXIS WIR 41ers:
Jun-Jul 41
go for it gents...you can and must take Lgrad and Mcow before Oct41 ...yr PzKs are unstoppable...dont transfer anything into them and thereby waste a move...pay attention to time table, drive them hard but make sure they start their next turn at min supply 1....Vyazma is yours by 2nd turn in Aug, Rzhev by 3-4 Aug turn...if not, you're in trouble...when the Sov robot retreats his airforce to the invulnerable East edge on his 1st turn, start training yr fighter divisions into the 90+ region
Sov Airfields
you need to destroy massive amounts Sov aircraft before you even plot....devote all yr air to destroying Sov air on the ground, even the WEST and NORThWEST Fronts, which you shud liquidate on yr 5th plot(s).
Sov cut-off tactics
Up until July 20 a seasoned Sov player will create as many 5-plot capable mech corps as he can , and man them with tractors and lawn mowers, meaning he will do the minimum required under the "house rules", in order to CUT OFF yr charging Pzks from supply, ie., so they start their next turn at supply 0....and given his general martyr status in Jun-Jul 41, he will feel quite proud when his lawn mowers cut off several hundred Axis tanks...BUT, dont blame him, you wud/will do the same...just dont be intimidated by the prospect of yr PzKs being cut off... but instead Capture WIDE SWATHS OF TERRITORY AND THEREBY CREATE MULTIPLE ROUTES OF SUPPLY during THAT WINDOW WHEN YOU GOT BLiTZKRieG supply 10...focus on rail lines but dont be obsessed by them...
always, always look at the map and count hexes before you plot
yours to edit at will M39...
RE: Newbie Primer
I haven't seen this addressed anywhere so here goes.
I use the He 111 and Ju 88 squadrons to bomb the Caucasus into ruin. This still leaves the Stukas and Do 17s for tactical support of the panzers (I made it to Gorki by spring '42). I base them in southern Rumania and then move them to the southern Ukraine. I was able to reduce Soviet oil production from a starting 130 to 83 in 10 weeks (It would otherwise have grown to more than 130). So every Russian unit could at best have a readiness of 83 and the OP production was cut to two thirds (130+ times resources and industry, cut to 83 times this). Also, all factories only produce at 83% then. This was against the AI, but there is not much that a human player can do. If you put your fighters there, then they are not going to train and the bombing will still be effective eventually. With reduced readiness in all units and a weak OP production, the Soviets are not capable of any counterattack and their whole front eventually shatters.
Also, I create two Panzer Corps with allied units on turn one. There are several Italian, Rumanian, Hungarian and Slovakian units that make this easy. One south of Odessa and one to the west of Odessa on the rail lines are then in a perfect position to seal the doom of the Ukraine. I also create a Panzer Corps or two with as many infantry divisions and artillery as I can and use these as a "Sturm Korps" to smash through to Leningrad, once it is isolated (even with only two plots per turn, you eventually win [;)]). These two tricks free up all of the German Panzer Corps for the drive on Moscow/Gorki.
I use the He 111 and Ju 88 squadrons to bomb the Caucasus into ruin. This still leaves the Stukas and Do 17s for tactical support of the panzers (I made it to Gorki by spring '42). I base them in southern Rumania and then move them to the southern Ukraine. I was able to reduce Soviet oil production from a starting 130 to 83 in 10 weeks (It would otherwise have grown to more than 130). So every Russian unit could at best have a readiness of 83 and the OP production was cut to two thirds (130+ times resources and industry, cut to 83 times this). Also, all factories only produce at 83% then. This was against the AI, but there is not much that a human player can do. If you put your fighters there, then they are not going to train and the bombing will still be effective eventually. With reduced readiness in all units and a weak OP production, the Soviets are not capable of any counterattack and their whole front eventually shatters.
Also, I create two Panzer Corps with allied units on turn one. There are several Italian, Rumanian, Hungarian and Slovakian units that make this easy. One south of Odessa and one to the west of Odessa on the rail lines are then in a perfect position to seal the doom of the Ukraine. I also create a Panzer Corps or two with as many infantry divisions and artillery as I can and use these as a "Sturm Korps" to smash through to Leningrad, once it is isolated (even with only two plots per turn, you eventually win [;)]). These two tricks free up all of the German Panzer Corps for the drive on Moscow/Gorki.
Astrologers believe that your future is determined on the day that you are born.
Warriors know that your future is determined on the day that your enemy dies.
Warriors know that your future is determined on the day that your enemy dies.
- leehunt27@bloomberg.net
- Posts: 534
- Joined: Mon Sep 06, 2004 2:08 pm
RE: Newbie Primer
hey (Poopyhead),
That's an interesting idea on strategic Caucasus oilfield bombing as the key to crippling the Russian war machine. Has anyone out there done this against a human player successfully? I might give it a try next PBEM game. Also, the use of the Italian and Rumanian panzers as flank screeners is incredibly helpful to the German blitzkrieg's supply lines in '41.
Anyone else out there with new and interesting strategies please post them, for the Russians too
.
That's an interesting idea on strategic Caucasus oilfield bombing as the key to crippling the Russian war machine. Has anyone out there done this against a human player successfully? I might give it a try next PBEM game. Also, the use of the Italian and Rumanian panzers as flank screeners is incredibly helpful to the German blitzkrieg's supply lines in '41.
Anyone else out there with new and interesting strategies please post them, for the Russians too

John 21:25
- EvilWeevil
- Posts: 34
- Joined: Tue Apr 29, 2003 1:26 pm
- Location: West Yorkshire / England
RE: Newbie Primer
My two pennies worth of tactics is more specific to airpower.
German Air Tactics.
-------------------
Depending on the rules which have been agreed. I tend to place DBs, FBs & F's in Front Line HQ especially the Panzer Armies. Bombers tend to go other HQ's. The way I see the Panzer Armies is that they do the bulk of the fighting and need close ground support of the DB's & other ground attack planes.
Typically when playing against another Human (Soviet), as I'm finding out, they tend to withdraw all airforces for retraining, reequiping and building up pools for their Winter Offensive.
Airfield Attack at the start of every turn, every HQ you can reach, to ensure the sneeky Soviets haven't transferred up AirGroups during their turn.
You'll have to decide whether to concentrate units for better protection or spread out your air units to reach more area of the map.
If your opponent has withdrawn all planes to Siberia the following situation occurs. Apart from smashing as much of the Soviet Airforce on Turn 1, after this, typically the only targets left are entrenched Soviet Armies and Cities.
As cities get into range of the Long Range Bombers, Moscow, Leningrad, Stalingrad and Oil Productiong centers in the Caucasus need to be targeted. Vary your targets as much as possible only deliver sustained bombing on Primary Objective Cities. You shouldn't see much of the Russian Fighters until September, they should still have fairly low experience by this time. So expect some casualties. As winter '41 approaches, the Soviet Airforce will be stronger, more experienced, so only bomb targets with fighter escorts.
In Winter prepare to use planes for Air Lift Operations.
Remember, as the Germans in '41, you can use air units fairly recklessly as they won't experience too many losses.
Soviet Air Tactics.
-------------------
Here you have to use common sense. You need to prepare for the coming Winter '41 Offensive (build up the replacements pool and train air units) and also to inflict damage to the Germans where ever and when ever you can.
There's not much that you can do about Turn 1. But there's a few strategies you can employ to annoy the nasty Huns.
1) For the Turns 1-6 Panzer Korps will go out off range of air cover from their parent HQ's. Use air units to hit them. Disrupt them, annoy them, you may cause some damage, receive some losses, in the Grand Scheme of things as Soviets can survive these losses. There are several benefits a) You annoy your opponent, by forcing them to painstakingly try to air attack every HQ you have in range, every turn. b) You cause some amount of disruption to PzKorps, losses even. c) Depending what you've done, you may force the German player to re-deploy other air units from other sectors.
2) Start training about 4/5ths of your available units. This will let the units recover in strength and increase experience.
3) Use the other 1/5th in Guerilla air tactics. You need to use these units in force in one area. Yes these units will receive losses when they fight but also gain experience. I believe this experience is more than received from Training.
a) Until the main German air units start coming into range of Leninggrad. Use air units to nobble the Finnish Air Force. Rotate air units every turn with those receiving training. This gives units combat experience and a chance to recouperate. When the Germans start getting in range, you might be lucky that some air units may hold their own. But I'd be tempted to withdraw them to another area or Siberia.
b) Employ the Air Units in Sectors where there is no air cover from the German parent HQ. Ideally place them in HQ's with are under direct assault from Pz Korps as planes will be used in ground combat resolution. Typically the Pz Korps will be far ahead of their HQ's for Turns 1-6.
c) Place Air Units to be used in Ground Combat resolution in areas that need desperate defending. Kiev and various cities on the road to Moscow. Give the Germans grief & annoyance, coz they're giving it too you.
4) From September, start using Air Units in the defence of the approach to Moscow. Bomb German Airfields, the Soviets should now have sufficient to make attacks successful.
5) Give key industrial/oil cities air cover from the start, stop the German terror bomb tactics or at least give unescorted German sorties casaulties. I use 2 strong fighter units where possible. Each turn alternate each of these 2 units between training and CAP.
6) You need to damage the German Airforce numbers, especially the Bombers/DB's. Produce fighters with good cannon ratings, these will take out the bombers more easily.
7) Use a fairly well trained long range bomber, to attack Ploesti, every so often from HQ's in the Caucasus.
8) Wait patiently until Winter '41 and help the Germans keep warm in their beds by bombing them
9) In Winter '41, the Germans will usually employ the City fortress tactic and not hold a continuous front. The German player will have to use Air Lift operations alot to keep the readiness of Units high. Use HQ's with fighters on CAP.
10) Airbase Attack every German HQ you can at the start of every turn.
Well that's my take on using air power for both sides.
German Air Tactics.
-------------------
Depending on the rules which have been agreed. I tend to place DBs, FBs & F's in Front Line HQ especially the Panzer Armies. Bombers tend to go other HQ's. The way I see the Panzer Armies is that they do the bulk of the fighting and need close ground support of the DB's & other ground attack planes.
Typically when playing against another Human (Soviet), as I'm finding out, they tend to withdraw all airforces for retraining, reequiping and building up pools for their Winter Offensive.
Airfield Attack at the start of every turn, every HQ you can reach, to ensure the sneeky Soviets haven't transferred up AirGroups during their turn.
You'll have to decide whether to concentrate units for better protection or spread out your air units to reach more area of the map.
If your opponent has withdrawn all planes to Siberia the following situation occurs. Apart from smashing as much of the Soviet Airforce on Turn 1, after this, typically the only targets left are entrenched Soviet Armies and Cities.
As cities get into range of the Long Range Bombers, Moscow, Leningrad, Stalingrad and Oil Productiong centers in the Caucasus need to be targeted. Vary your targets as much as possible only deliver sustained bombing on Primary Objective Cities. You shouldn't see much of the Russian Fighters until September, they should still have fairly low experience by this time. So expect some casualties. As winter '41 approaches, the Soviet Airforce will be stronger, more experienced, so only bomb targets with fighter escorts.
In Winter prepare to use planes for Air Lift Operations.
Remember, as the Germans in '41, you can use air units fairly recklessly as they won't experience too many losses.
Soviet Air Tactics.
-------------------
Here you have to use common sense. You need to prepare for the coming Winter '41 Offensive (build up the replacements pool and train air units) and also to inflict damage to the Germans where ever and when ever you can.
There's not much that you can do about Turn 1. But there's a few strategies you can employ to annoy the nasty Huns.
1) For the Turns 1-6 Panzer Korps will go out off range of air cover from their parent HQ's. Use air units to hit them. Disrupt them, annoy them, you may cause some damage, receive some losses, in the Grand Scheme of things as Soviets can survive these losses. There are several benefits a) You annoy your opponent, by forcing them to painstakingly try to air attack every HQ you have in range, every turn. b) You cause some amount of disruption to PzKorps, losses even. c) Depending what you've done, you may force the German player to re-deploy other air units from other sectors.
2) Start training about 4/5ths of your available units. This will let the units recover in strength and increase experience.
3) Use the other 1/5th in Guerilla air tactics. You need to use these units in force in one area. Yes these units will receive losses when they fight but also gain experience. I believe this experience is more than received from Training.
a) Until the main German air units start coming into range of Leninggrad. Use air units to nobble the Finnish Air Force. Rotate air units every turn with those receiving training. This gives units combat experience and a chance to recouperate. When the Germans start getting in range, you might be lucky that some air units may hold their own. But I'd be tempted to withdraw them to another area or Siberia.
b) Employ the Air Units in Sectors where there is no air cover from the German parent HQ. Ideally place them in HQ's with are under direct assault from Pz Korps as planes will be used in ground combat resolution. Typically the Pz Korps will be far ahead of their HQ's for Turns 1-6.
c) Place Air Units to be used in Ground Combat resolution in areas that need desperate defending. Kiev and various cities on the road to Moscow. Give the Germans grief & annoyance, coz they're giving it too you.
4) From September, start using Air Units in the defence of the approach to Moscow. Bomb German Airfields, the Soviets should now have sufficient to make attacks successful.
5) Give key industrial/oil cities air cover from the start, stop the German terror bomb tactics or at least give unescorted German sorties casaulties. I use 2 strong fighter units where possible. Each turn alternate each of these 2 units between training and CAP.
6) You need to damage the German Airforce numbers, especially the Bombers/DB's. Produce fighters with good cannon ratings, these will take out the bombers more easily.
7) Use a fairly well trained long range bomber, to attack Ploesti, every so often from HQ's in the Caucasus.
8) Wait patiently until Winter '41 and help the Germans keep warm in their beds by bombing them

9) In Winter '41, the Germans will usually employ the City fortress tactic and not hold a continuous front. The German player will have to use Air Lift operations alot to keep the readiness of Units high. Use HQ's with fighters on CAP.
10) Airbase Attack every German HQ you can at the start of every turn.
Well that's my take on using air power for both sides.
I didn't know it then, but looking back, in hindsight, I realize that when I was younger I could see into the future. Now I'm getting all my premonitions as flashbacks!
RE: Newbie Primer
For the Russians, the problem is that your units do not initially respond to your plots, so you watch as good units get gobbled up. This trick at least saves you some tanks. On turn one, you have 5 KV 2 tanks in your reserve pool. Go to a Mech Corps that is going to get surrounded and change the first tank unit to 5 KV-2's. Then change the 5 KV 2's back to say 5 T-60's. You probably put several dozen tanks into your reserve. If you can do this often enough, you can save hundreds of tanks from destruction (Note BT-5 and T-37 cannot be saved as you do not have a reserve of these machines).
Now I'll really go out on a limb. Abandon Leningrad.[X(]
Every OP spent fighting the Finns is wasted. Fall back to the city and hold it only long enough to rail everything out. You should already be moving the Heavy Industry and artillery factory out, so just move the other factories too (and in version 1 only,the T-34 plant at Demyansk and the aircraft factory at Vologda). Now you can greatly shorten your line, as you fall back to the forest north of the Moscow-Kazan railway for your right flank. Yes, the Germans get a shorter front too. However, if you have twenty units and a ten square front, you can still only attack with ten units, but with twenty defenders you can form a double line of entrenched units. Plus your forces are centered on defending Moscow/Gorki. If you (temporarily) lose Moscow, your armies continue defending Gorki and keeping you in the game. When winter hits, your forces are where they need to be to retake the capital.
(This assumes that you are playing a really good German player who is pounding you into dog food, like I would!)
Now I'll really go out on a limb. Abandon Leningrad.[X(]
Every OP spent fighting the Finns is wasted. Fall back to the city and hold it only long enough to rail everything out. You should already be moving the Heavy Industry and artillery factory out, so just move the other factories too (and in version 1 only,the T-34 plant at Demyansk and the aircraft factory at Vologda). Now you can greatly shorten your line, as you fall back to the forest north of the Moscow-Kazan railway for your right flank. Yes, the Germans get a shorter front too. However, if you have twenty units and a ten square front, you can still only attack with ten units, but with twenty defenders you can form a double line of entrenched units. Plus your forces are centered on defending Moscow/Gorki. If you (temporarily) lose Moscow, your armies continue defending Gorki and keeping you in the game. When winter hits, your forces are where they need to be to retake the capital.
(This assumes that you are playing a really good German player who is pounding you into dog food, like I would!)
Astrologers believe that your future is determined on the day that you are born.
Warriors know that your future is determined on the day that your enemy dies.
Warriors know that your future is determined on the day that your enemy dies.
RE: Newbie Primer
thanks guys for the time to place all the strategies in this forum. I play only against the computer and I have never won, I must be bad!!! My problem and question is the way to handle headquarter units and whether to make new units and do all the transferring manually.
thanks
thanks
RE: Newbie Primer
I switch everything to human control and do all the equipment upgrades manually, if that is what you mean. (I am marginally content to allow the computer to calculate the casualties.)
What is it you want to know about HQ units? New units arrive according to an historical table in the manual, you don't create them (although I believe they can arrive earlier or later than usual depending on your production level). If you mean making new infantry or armored corps, just use the menus. To transfer units that are in range, use the appropriate transfer command (Air, Rail or normal) and highlight the units.
Which side do you play? Perhaps I can give you some direct advise.
What is it you want to know about HQ units? New units arrive according to an historical table in the manual, you don't create them (although I believe they can arrive earlier or later than usual depending on your production level). If you mean making new infantry or armored corps, just use the menus. To transfer units that are in range, use the appropriate transfer command (Air, Rail or normal) and highlight the units.
Which side do you play? Perhaps I can give you some direct advise.
Astrologers believe that your future is determined on the day that you are born.
Warriors know that your future is determined on the day that your enemy dies.
Warriors know that your future is determined on the day that your enemy dies.
-
- Posts: 33
- Joined: Tue Feb 17, 2004 7:41 pm
RE: Newbie Primer
Guys, these are great comments. Now for the next part...
Please comment on the use of Leaders, OP points, replacement levels, and production for the German player for '41. Since many readers are newbies, and the manual is worthless, explain what each of these is, what it does, and your rationale for how you manipulate them. Thanks.
Please comment on the use of Leaders, OP points, replacement levels, and production for the German player for '41. Since many readers are newbies, and the manual is worthless, explain what each of these is, what it does, and your rationale for how you manipulate them. Thanks.
RE: Newbie Primer
Excellent stuff gentlemen![&o]
Not only for strategic or tactical purposes, it also makes me understand the game's mechanics better.
I only play against the AI (tough enough when trying to master the game) but I had learned that falling back on Lenigrad is feasible as the AI Finns seem to respect the historical "stop line" and don't try to assault the city.
Keep'em coming!!!
Not only for strategic or tactical purposes, it also makes me understand the game's mechanics better.
I only play against the AI (tough enough when trying to master the game) but I had learned that falling back on Lenigrad is feasible as the AI Finns seem to respect the historical "stop line" and don't try to assault the city.
Keep'em coming!!!
The TOAW Redux Dude
RE: Newbie Primer
First this public service announcement:
My feelings about the Nazis are echoed by Indiana Jones, “I really hate these guys.” As for conflict gaming, Merv said it best in Matrix Reloaded, “…This is a game. It’s only a game.” Now that I’ve made your Mommies happy (or Significant Other), on to the cool stuff.
Before I explain what I do with leaders, OP, production and reinforcements, I’ll tell you why I do it. In 1941, the German player must waste everything , but time. Attack, attack, attack! At least bombard with your artillery every turn. Don’t leave the Russians any OP’s. Your goal is to tear out the Russian’s rib cage and throw it on the Bar-B. As such, my northern Panzer Army only clears a way to Leningrad and cuts its supply line. Taking cities from starving defenders is why God made infantry. I quickly redirect the Panzers to Moscow. Similarly, the southern Panzer Army should only clear a way to Kiev and then head north on the east side of the Pripyet Marshes (the two German allied Panzer Korps, I recommend you make stay in the south and secure that flank so that your bombers can destroy the oil wells in the Caucasus from forward bases.). Eventually, all of the German Panzer Armies are going to steamroller their way to Moscow. I don’t care about the weather, either. Fight right through the winter. Smash your way into Gorki and collect your Iron Cross with Diamonds.
To enable this, I put the leaders with the highest numbers in charge of Panzer Armies. The remaining armies can be led by men with at least a 6. HQ’s for the bombers can have what’s left. Central Army Group, which will have the Panzer Armies, should also have at least a 6. The Panzer army HQ’s should have a few full strength Infantry Divisions. Aggressive leaders will automatically send them in to reinforce your Panzers in key battles. Don’t forget to pull them back out of the fast moving Panzer Korps before you plot your next move. Each Panzer Korps should have a couple fighter squadrons and a Dive bomber or two. Put all four Ju 52 squadrons and the Me 110’s together in Central Army Group. That way the 110’s can escort the transports to those hungry, far flung Panzer Korps.
OP’s are calculated with oil, heavy industry and resources. It is either a sum or some kind of multiple. As such, it represents the “beans and bullets”, but also fuel, spare parts, etc, that your Wehrmacht needs. If you have lots of OP’s, then you can fill up your units by activating the replacements that are in your pools. Your HQ’s need OP’s to move units and fight. Excess OP’s makes you more dangerous. The important thing to check here is that most of your oil is concentrated in Ploesti, so guard it with several fighter squadrons.
Production is easy if you do not use house rules. (I set everything to manual control). Continue building Ju 88 and He 111 for your bombing campaign. Switch everything else to FW 190s. With armored fighting vehicles (AFV) you have panzers, assault guns (Sturmgeschuetz or StuG) and tank hunters (Panzerjaeger or PzJ). To keep all three units happy with replacements, I switch the Panzer II to Panzerjaeger, leave the StuG production alone, and switch all panzer production to the III’s. That way your units should stay full.
To ensure this, set the Panzer Armies reinforcement level to 90. This means that when the unit gets below 90% of full strength, it starts getting replacements. Leave the Infantry units at 50. When you start running low on older tanks in the panzer divisions, replace them with Panzer III’s. Also, the StuG’s and PzJ units that start in Infantry Korps should be moved to the Panzer Army HQ’s. Then Guderian and the others can send them as reinforcements in battle so that they eventually end up where they should be, in the Panzer Korps. Don’t forget that you start with a Panzer Korps in reserve and you have enough mobile units in OKH/OKW to make another Panzer Korps.
Now, we can discuss the cool stuff. Say your army finally runs in to an entrenched line of Russians. Each of the Russian Corps have the recommended three infantry divisions and one tank unit, plus whatever. What do you do? Put two Panzer Korps (PK) beside each other and across from the Russians. Behind one PK have the third PK in that Panzer Army (my recommendation, the Panzer Armies should only have three PK’s and no Infantry Korps) and behind the other have two Infantry Korps (IK). The two PK’s attack the same Russian unit (with lots of airpower) and break through. One PK advances and the other stops. The reserve PK and the IK’s wait. On the next two plots the PK’s move forward in line. The two IK’s first wait one plot and then advance in line into the open square left by the first PK (They’ll plot one more move to enter the square of the second PK, once the PK’s are clear). You now have three PK’s anchored to your line of IK’s, who are deep in Russian territory. If you do this with two Panzer Armies so that the PK’s turn toward each other, then the lead PK’s meet and encircle about 12 infantry divisions and 4 tank units in 4 Russian Corps! Those of you who have kept count are no doubt saying, “But there are two plots left!” You now attack and destroy all those Russians, who have nowhere to run. With four Panzer Armies, if you do that several times, you’ll turn the Russian Army into a breakfast entrée (Toast anyone?).
Alles klar, Herr Kommisar?[:D]
My feelings about the Nazis are echoed by Indiana Jones, “I really hate these guys.” As for conflict gaming, Merv said it best in Matrix Reloaded, “…This is a game. It’s only a game.” Now that I’ve made your Mommies happy (or Significant Other), on to the cool stuff.
Before I explain what I do with leaders, OP, production and reinforcements, I’ll tell you why I do it. In 1941, the German player must waste everything , but time. Attack, attack, attack! At least bombard with your artillery every turn. Don’t leave the Russians any OP’s. Your goal is to tear out the Russian’s rib cage and throw it on the Bar-B. As such, my northern Panzer Army only clears a way to Leningrad and cuts its supply line. Taking cities from starving defenders is why God made infantry. I quickly redirect the Panzers to Moscow. Similarly, the southern Panzer Army should only clear a way to Kiev and then head north on the east side of the Pripyet Marshes (the two German allied Panzer Korps, I recommend you make stay in the south and secure that flank so that your bombers can destroy the oil wells in the Caucasus from forward bases.). Eventually, all of the German Panzer Armies are going to steamroller their way to Moscow. I don’t care about the weather, either. Fight right through the winter. Smash your way into Gorki and collect your Iron Cross with Diamonds.
To enable this, I put the leaders with the highest numbers in charge of Panzer Armies. The remaining armies can be led by men with at least a 6. HQ’s for the bombers can have what’s left. Central Army Group, which will have the Panzer Armies, should also have at least a 6. The Panzer army HQ’s should have a few full strength Infantry Divisions. Aggressive leaders will automatically send them in to reinforce your Panzers in key battles. Don’t forget to pull them back out of the fast moving Panzer Korps before you plot your next move. Each Panzer Korps should have a couple fighter squadrons and a Dive bomber or two. Put all four Ju 52 squadrons and the Me 110’s together in Central Army Group. That way the 110’s can escort the transports to those hungry, far flung Panzer Korps.
OP’s are calculated with oil, heavy industry and resources. It is either a sum or some kind of multiple. As such, it represents the “beans and bullets”, but also fuel, spare parts, etc, that your Wehrmacht needs. If you have lots of OP’s, then you can fill up your units by activating the replacements that are in your pools. Your HQ’s need OP’s to move units and fight. Excess OP’s makes you more dangerous. The important thing to check here is that most of your oil is concentrated in Ploesti, so guard it with several fighter squadrons.
Production is easy if you do not use house rules. (I set everything to manual control). Continue building Ju 88 and He 111 for your bombing campaign. Switch everything else to FW 190s. With armored fighting vehicles (AFV) you have panzers, assault guns (Sturmgeschuetz or StuG) and tank hunters (Panzerjaeger or PzJ). To keep all three units happy with replacements, I switch the Panzer II to Panzerjaeger, leave the StuG production alone, and switch all panzer production to the III’s. That way your units should stay full.
To ensure this, set the Panzer Armies reinforcement level to 90. This means that when the unit gets below 90% of full strength, it starts getting replacements. Leave the Infantry units at 50. When you start running low on older tanks in the panzer divisions, replace them with Panzer III’s. Also, the StuG’s and PzJ units that start in Infantry Korps should be moved to the Panzer Army HQ’s. Then Guderian and the others can send them as reinforcements in battle so that they eventually end up where they should be, in the Panzer Korps. Don’t forget that you start with a Panzer Korps in reserve and you have enough mobile units in OKH/OKW to make another Panzer Korps.
Now, we can discuss the cool stuff. Say your army finally runs in to an entrenched line of Russians. Each of the Russian Corps have the recommended three infantry divisions and one tank unit, plus whatever. What do you do? Put two Panzer Korps (PK) beside each other and across from the Russians. Behind one PK have the third PK in that Panzer Army (my recommendation, the Panzer Armies should only have three PK’s and no Infantry Korps) and behind the other have two Infantry Korps (IK). The two PK’s attack the same Russian unit (with lots of airpower) and break through. One PK advances and the other stops. The reserve PK and the IK’s wait. On the next two plots the PK’s move forward in line. The two IK’s first wait one plot and then advance in line into the open square left by the first PK (They’ll plot one more move to enter the square of the second PK, once the PK’s are clear). You now have three PK’s anchored to your line of IK’s, who are deep in Russian territory. If you do this with two Panzer Armies so that the PK’s turn toward each other, then the lead PK’s meet and encircle about 12 infantry divisions and 4 tank units in 4 Russian Corps! Those of you who have kept count are no doubt saying, “But there are two plots left!” You now attack and destroy all those Russians, who have nowhere to run. With four Panzer Armies, if you do that several times, you’ll turn the Russian Army into a breakfast entrée (Toast anyone?).
Alles klar, Herr Kommisar?[:D]
Astrologers believe that your future is determined on the day that you are born.
Warriors know that your future is determined on the day that your enemy dies.
Warriors know that your future is determined on the day that your enemy dies.