As we enter the last stage of Barbarossa, some things seem to settle out, others are still disputed. Q-Ball has finally managed to cross the Neva, and Leningrad is lost, as we'll see. Q-Ball continues pushing hard in the Moscow, Voronezh and the Dnepr bend regions, but German sword seems to have become blunted. Out of 80 battles, Q-Ball just won 75% . This is the poorest success ratio so far. Also worth of note is that Rout results have gone down by half, perhaps a sign of RKKA divisions getting a bit tougher nuts to crack, perhaps not.
Q-Ball AFV losses are still extremely high, he lost 110 AFVs this turn. I see him trying to keep this under control, but if he wants to do a last “push” eastwards I think these losses will become even greater. Of special note are the Luftwaffe losses
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[/center]while the Air Combat losses reported for the Axis are completely bugged, the partial totals aren't. The VVS is really winning the air war. You'll remember I wasn't betting one ruble on them putting up a decent fight. The first time in this game I'm glad I was wrong. The air losses details is even more telling:
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[/center]I've always been under the impression that German level bombers were nice looking but their survivability was extremely low. Note the He-111 and Ju-88 numbers and compare them with the sitting duck, as folk wisdom goes, that Ju-87 should be. He's lost 4 times more Level Bombers than CAS aircraft. I haven't seen this in any of my previous games. In any case you'll be right to say that the air war is mostly a sideshow in WitE. However, this is a very extreme result and I wonder what will be its implications in the mid term.
I need to thank M60 for pointing me out a detail on the rules regarding Air Doctrines that hadn't registered. Certainly, increasing priorities in air doctrines generates less AI missions. Which is not clear to be a bad thing for Support and Attack missions. I guess that for Intercept it would depend on the situation an general plane availability. For Interdiction where it seems that the chance of sapping MP's is independent of the number of planes involved in the sortie, then certainly a very low setting is the way to go. Is it really independent.
Regarding Flavio's remark about the air bases. I do really think we're much better off attacking HQ's. When massed (i.e. Ground Attack priority to 300) and one gets good rolls, you can really do some logistical damage, which is not too shabby. Also there's a chance of killing the leader attached to the HQ, which isn't either a bad thing (in another game, currently in March 1942, I nuked 2. Armee HQ with 100 IL-4's, resulting in Generaloberst Von Weich's becoming KIA).
Albubulian asked for the OOB screen, and here is it:
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[/center]The RKKA has suffered really heavy losses, the Axis armies combined are fielding almost twice as many men.
No broken windows
The 12th PzDiv vandals are rounded up and now are on their way towards Siberia
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[/center]I must admit I'm really relieved this worked without having to use any more troops. This greatly simplifies the defense of Moscow. Q-Ball told me that 12th PzDiv commander was named Field Marshall. Well, that'll be the FIRST Field Marshall the RKKA captures
Operational Situation Report
Leningrad is gone, 18. Armee infantry has setup a extremely strong bridgehead across the Neva. There's no way I can dislodge those guys
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[/center]time to salvage as much troops and material as possible and pull back to the southeast, to avoid being flanked by the Finns.
I knew I was very thing north of Rzhev, and Q-Ball has seen it as well. A full ArmeeKorps has flanked the position of Northwestern Front 8th and 11th Armies on the Valdai Hills
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[/center]that's an excellent defensive position for Q-Ball, that seems that he's going to get as well in this game. Note the FZ to the southeast of Peno. He's starting to work on his winter lines.
He hasn't pressed too much Moscow defenses right flank. Either he's preparing for another build up or my counterstrokes left his forces a bit shaken
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[/center]haven't seen a trace of 4. PzGruppe units that went unaccounted for last turn. I think I'll be finding where they're sooner or later. To the south 4. Armee and 3. PzGruppe Motorized divisions have pushed hard and encircled a couple divisions in Kaluga, crushing Malinovsky's 10th Army in the process:
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[/center]I'm certainly being thrown out of balance, and I'm not sure I can regain it I don't retreat. However, something says to me there isn't anywhere to retreat to.
Very heavy combat around Voronezh, 2. PzGruppe supported by 2. Armee and 6. Armee (these are my guesses) have pushed back the forces I had blocking the spearhead:
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[/center]not much of a disaster and the fight has resulted in a satisifyingly high number of German casualties. I think I will have to retreat to the river lines, before Q-Ball denies them to me. A noteworthy defensive battle took place northwest of Voronezh:
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[/center]167th Infanterie Division received quite a bloody nose. I've been setting to Reserve Mode all units within 4 hexes of the front line – what I deem the “operational depths” - and over time I'm seeing more and more of this. I'm a heavy user of Reserve mode, now I'd like my units also to React
1st PzGruppe just did again in the Dnepr bend this thing I hate so much
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[/center]Breakthrough, raid my rearguard and then back to the safety of the start line. This has just spoilt Southern Front position, though nobody got encircled this time.
Q-Ball's plan for the Crimea is a big mystery to me:
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[/center]Recon hasn't told me much about his dispositions here but there should be at least two more German infantry divisions around. Either way he has to choose between reducing Sevastopol or trying to cross the Kerch straits. Both are going to be tough battles.
Logistics & Organization
Armaments pool has dropped again by 30,000 points, and the situation TOE picture has got a bit worse. However, production pool doesn't look to me as depleted
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[/center]substantial amounts of Rifle squads, machine guns, mortars and light and medium artillery are piled inside RKKA magazines. Being the pool in that state I'm sort of reassured. Obviously there should be a one turn delay before seeing the actual effect of the TOE policy I set. Let's wait one more turn before getting really worried
Factory Evacuation
I get 91,000 railcap points this turn. Since the 12th Panzer hooligans have been eradicated I can move the industry trapped in Moscow. I'm evacuating from West Moscow 8 ARM and 5 Vehicle factories, with a cost of 78,000 railcap. The rest is kept for troop movement.
Operations
Leningrad turns are numbered, and I take some measures. I've been able to evacuate two divisions this turn, which adds to the other four I had already evacuated in the last two turns:
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[/center]I also pull back Northern and Northwestern Front to the east, which results in a substantial shortening of the line. I'm betting on Q-Ball not being able to either make contact with the Finns or conquer Leningrad in one single turn:
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[/center]If I'm lucky, the units sitting on Osinovets will get routed, and perhaps evacuated “for free” over the Ladoga.
I try to organize as well as I can the defense of Moscow
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[/center]I'm blocking with some stout stacks the “direct” approach, Q-Ball should find problematic getting good Hasty attacks. I've organized 13th Army and used it to start the fortification of the “last line” of defense, I've built a couple FZ's to build up that really soon. I'll be following James advice and reducing their TOE's as soon as they become “combat units”, that is, get a CV of 1.
I pull back towards the Don river line, this should be tough for 2. PzGruppe:
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[/center]those PzDivs are really low on fuel – soft factors are mostly red, deep red. I think there's a 50-50 chance of this German formation going north to press onto Moscow, or to try its hand at encircling my forces around Voronezh.
I'm very disatisfied with the best thing I could devise for the Dnepr Bend defense
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[/center]those excursions German motorized units make not only raid cities, also flip quite a few hexes and usually manage to throw off balance the whole deployment. I'm trying to hold fast here, basically to win some time for the defense of Rostov, where 29th Army is forming up.
Nothing noteworthy to report about the Crimean campaign. I'm still wondering about how much troops does Q-Ball have there. But if he's looking forward to conquer Sevastopol with a force consisting mainly of Romanians he's going to be disappointed.
Here you can see one of the air attacks on HQ's I was talking about before
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[/center]no leader killed, though. That's really rare. But note numbers of destroyed, damaged and disrupted ground elements. The numbers for the Soviet side seem to be bugged, but those on the left make some sense. I don't know exactly what effect, if any, does have to increase fatigue in the ground elements assigned to an HQ – support, supply and fuel dumps – but it seems that on that department I'm doing some damage.
I am under the impression that support squads and their fatigue levels are the most important parameter to determine whether damaged elements become destroyed or are sent back into the pool. If I'm right, then I think that hitting the Axis where it hurts most – the logistic aspect – is certainly worth the effort of manually hunting down across the map HQ's. But BDA is more a mix of wishful thinking than anything else
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[/center]maybe Lava might have some advice for me
I usually check how many Support, Vehicle and Dump ground elements are lost after each attack. Most of these logistic losses are surely because of 12th PzDiv surrender, but some, probably something like 20% of them, could be due to air attacks.




