Graymane wrote: Mon Apr 25, 2022 5:18 pm
Just caught up, looks like chaos across your front.
I've gotten into the habit of dispatching discrite formations to each specific target and sometimes they get spread out quite a bit. Also, I've gotten into the habit of sending my recon units into the Soviet backfield to try to drive around all of them so that they are cut off from their supply source. Sometimes it works and sometimes it doesn't. A lot of my recon units get ambushed and I have to go rescue them real quick. But for those times when it works out it really helps the take down process.
Graymane wrote: Mon Apr 25, 2022 5:18 pm
It is interesting seeing different playstyles. You take a lot more thought and care in looking at your losses and equipment. I don't spend much time doing that, I probably need too. I couldn't tell you how I'm doing on losses right now. Same goes for my air, I should probably care about it more. I just put everything superiority or
CS and leave it. I don't even really plan out combats, although I should.
I like to keep track of my losses because there are several categories of equipment that I'm not building and if I lose all of that kind of equipment sometimes the entire unit disappears and I'd rather have a unit of lesser strength than no unit at all. So I move those kinds of equipment to the rear when they get critical just to save them for a later game turn sometime in the far future. Also, I like to keep track of my
HRS's because I believe I need at least
30K of them to avoid a catastrophe during the
Soviet Winter Offensive. I've been routed in a previous game and it was embarrasing to say the least. And about my aircraft: I'm using the red green yellow rules for this game and so when my aircraft units turn yellow or red I need to rest them until they are green again. The red green yellow rules are: green units can move and shoot. yellow units can move but not shoot. red units can't shoot but can move only to a destination hex with a better supply level than the origination hex. It makes my game more realistic I believe. I got that rule from Steve Sill, my mentor. And about planning my combats: I like to get as many combat rounds as I can each turn and that means that I postpone those attacks that take more rounds than the majority of the attacks. I've gotten
9 rounds before during this game. Sometimes it makes a difference.
Graymane wrote: Mon Apr 25, 2022 5:18 pm
I see you take out bridges so they can't rail in. I don't do that much, maybe I should? I would rather have them rail their whole army during the early turns when I'm closer to my supply lines and they are weaker. Then I can surround and capture more. What I do, rather, is cut the rail lines with my recon so they can't escape once they've railed in.
There are two reasons that I take out the bridges in my enemy's backfield: (1) it tends to stiffle the introduction of reinforcements to the battlefield we're fighting over. (2) I've never seen Elmer repair a bridge. So once you destroy a bridge it stays destroyed pretty much. That's not to say Elmer never repairs a blown bridge, just that I've never seen it happen. I really like your idea of cutting off the escape routes from the pockets you form. That's pretty cool.
Graymane wrote: Mon Apr 25, 2022 5:18 pm
If I think of my play style, I spend most of my turn thinking about the big picture, strategy or operational concerns, and what I want the map to look like in a few turns. I spend the least amount on tactics (executing/optimizing attacks and the like or worrying about game mechanics). That leaves me in the state of my attacks not always working well cause I'm impatient for the next turn
I like to play the
entire game. Maybe that's because I have played
WITP-AE before as the
Japs and they have to run their
economy and the
war at the same time. And that game has an
inordinate amount of decisions to make and clicks to do to make anything happen. The Allied side has abstracted the economy leaving you to run the war and not to worry about how many of each thing you're building. So most games you play against the
AI are usually more fun played as the Allies. But if you want to get into the minutia of the game, play the Jap side. You get to control almost
everything each turn. It's a paradice for someone who's
OCD. Having said that I must make it clear that I consider it a classic, a great deal of fun, and definately worth the
$80 I paid for it several years ago. It sat on my desk for about
6 months simply because I like
TOAW a LOT and I wasn't sure I wanted to get into a game that's known worldwide for it's game mechanics being non-intuative and the number of mouse clicks you must make to ensure that what you want to happen happens. But I've grown to love it almost as much as
TOAW.

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