Re: Two Celts Walk Into a Bar - Tyronec vs RedJohn
Posted: Mon Jan 15, 2024 4:02 pm
Turn 29, the final turn.






Our push in the north and at Smolensk stagnates, walls of beefy German men block our path. Our units on the eastern edge of the Don are routed. And the south continues with our literal cat and mouse games.
At Orel, however, an opportunity arises.

Rough losses for us.

Highlighting the MP costs for chasing. It can be difficult to do much with units given how much mp it costs to enter enemy hexes in heavy snow.


But with enough beefier soviet men, anything is possible. We retake Orel and isolate 12 Infantry Divisions, one Motorised Division, and a degenerate SS Brigade. He can of course break it, but the units themselves are for sure dead with my followup attacks - and if he tries to mount a serious relief effort, the Kalinin front is collapsing Bryansk and risks another envelopment.


With 42, our limits are lifted and we form 2 new guards corps.



As an aside, this is why we ban temp mot:

Otherwise I'd have turned this 11 mp shitter into a 30-40 mp unit and drove down deep to try and cut rails at Dnepro.

Our truck situation is looking less good, that's a pretty massive amount of attrition. My NKPS placement was bad this game, the caucasus should've never received one. My opponent retreating in a lot of the front also meant auto rail repair couldn't keep up, and I was only barely keeping up at Orel with my one other NKPS.


I miss mountain guards


Kalinin/Bryansk fronts have taken basically 0 damage, so are ready to keep up the offensive for the coming turns. The snowball has begun.






Our push in the north and at Smolensk stagnates, walls of beefy German men block our path. Our units on the eastern edge of the Don are routed. And the south continues with our literal cat and mouse games.
At Orel, however, an opportunity arises.

Rough losses for us.

Highlighting the MP costs for chasing. It can be difficult to do much with units given how much mp it costs to enter enemy hexes in heavy snow.


But with enough beefier soviet men, anything is possible. We retake Orel and isolate 12 Infantry Divisions, one Motorised Division, and a degenerate SS Brigade. He can of course break it, but the units themselves are for sure dead with my followup attacks - and if he tries to mount a serious relief effort, the Kalinin front is collapsing Bryansk and risks another envelopment.


With 42, our limits are lifted and we form 2 new guards corps.



As an aside, this is why we ban temp mot:

Otherwise I'd have turned this 11 mp shitter into a 30-40 mp unit and drove down deep to try and cut rails at Dnepro.

Our truck situation is looking less good, that's a pretty massive amount of attrition. My NKPS placement was bad this game, the caucasus should've never received one. My opponent retreating in a lot of the front also meant auto rail repair couldn't keep up, and I was only barely keeping up at Orel with my one other NKPS.


I miss mountain guards


Kalinin/Bryansk fronts have taken basically 0 damage, so are ready to keep up the offensive for the coming turns. The snowball has begun.
