Russia! Why not? (Morvael welcome)

Post descriptions of your brilliant victories and unfortunate defeats here.

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cpt flam
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RE: last good one

Post by cpt flam »

the date is 5-7-42
i make a small push toward Stalino
losses
15 100 / 32 570 men
260 / 685 art
42 / 93 afv
227 / 80 aircrafts

pool
78 450 men
193 000 veh
280 486 arm
41 hi
300 tac bombers & 1 700 level

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morvael
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RE: last good one

Post by morvael »

How do you make fighter sweeps? You mean air base strike?
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morvael
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RE: last good one

Post by morvael »

By the way, Chuikov kicked the bucket, exactly on the day his army was going to reserves [:@]
Walloc
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RE: last good one

Post by Walloc »

ORIGINAL: morvael

How do you make fighter sweeps? You mean air base strike?

No. They way its described in the manual and well one can refine it from there. U choose a strike of some sort where u want to gain air superority/constest opposing fighters. U then turn off the bombers in that strike/mission so u only have fighters flying. Do this enough and u wear down/degrade the opposing figthers CAP ability. Further more since german figthers /pilots are usually far superior to the russian the losses in this type of missions is generally advantarous to the axis side.
No, u wont have enough figthers as axis side to consistantly do this all over the front, but u can do it in those area where u later will have GS missions or other wise have bombers involved. Ofc it goes both ways and can equally be used by soviet airforce once its reconstituded.

Hope it helps,

Rasmus
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cpt flam
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RE: last good one

Post by cpt flam »

turn 48
one more time mud everywhere

pool
71 810 men
194 100 veh
280 798 arm
14 hiwis
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morvael
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RE: last good one

Post by morvael »

On turn 50 I had for the first time non-zero ARM pool. Is it good or bad?
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cpt flam
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RE: last good one

Post by cpt flam »

good point
you begin to produce more then you spend
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cpt flam
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RE: last good one

Post by cpt flam »

5-21
1st panzer army make a test toward east

losses from the turn (part for Hu & Ro)
8 690 / 26 070 men
180 / 570 art
49 / 116 afv
45 / 138 AC

pool
78 520 men
197 300 veh
298 300 arm
0 hi

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morvael
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RE: last good one

Post by morvael »

You call it a test, I call it a struggle for life :-)

Currently I'm compiling loss statistics, once ready will post them here.
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morvael
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RE: last good one

Post by morvael »

ORIGINAL: cpt flam

good point
you begin to produce more then you spend

It turned out to be a bad thing actually. Manpower became the bottleneck, and that's why ARM is stockpiling.
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gingerbread
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RE: last good one

Post by gingerbread »

You will need those ARM for squad upgrades.
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cpt flam
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RE: last good one

Post by cpt flam »

turn 50
last week with mud everywhere frozen 2 in north russia

pool
84 360 men
260 600 veh
306 498 arm
1 hiwi
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morvael
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RE: last good one

Post by morvael »

Raw data about casualties.
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cpt flam
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new summer

Post by cpt flam »

6-4-42
opérations begin to reduce forts

reserves
95 720 men
203 200 veh
325 279 arm
14 hi

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cpt flam
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RE: new summer

Post by cpt flam »

fights are bloody as reserves activate sometimes
losses from this week
28 000 / 72 680 men
565 / 1 450 art
75 / 225 afv
274 / 397 air
goering will begin to cry soon

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morvael
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RE: new summer

Post by morvael »

ORIGINAL: cpt flam
opérations begin to reduce forts

In Soviet Russia forts reduce you

:)
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gingerbread
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RE: last good one

Post by gingerbread »

I'm also waiting for the Tank Army HQs to be available, though their low command capacity (15) makes me worry. I think I will try to put 4 corps in each, with 1CP overload the tests will be about 9% harder for the commanders, which is not so much taking into account that there are several good tank leaders available.

The CP tradeoff of 3 rifle divisions (6CP) to 1 rifle corps (4CP) is good, reduces the command strain. But with mech units it's not good (3CP for 3 brigades, 4CP for the corps). How do you organize your armies by then? Just 6 Tank Armies give place for 18-24 tank/mech corps. So the rest must be assigned to regular armies. Is it better to make several tank/mech only armies or just give 1 to each infantry army, like I did with the cav corps?

Just noticed this - 2 comments:

If you overload a Tank Army, there is no point in having a Tank Army in the first place since all it gets is a -1 on some rolls and overloading will give +1 to far more.

It's 6 Guards Tank Armies max so no limit on regular.
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morvael
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RE: last good one

Post by morvael »

The overload penalty is just added to die size, so the final success chance penalty from that will be around 5-6% only (across multiple characteristics tests), while the bonus to one characteristic is 10%. What if I keep one corps as brigades for most of the time? That would allow the army to operate using 15CP.
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gingerbread
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RE: last good one

Post by gingerbread »

Yes, it's to die size but it will affect all combat rolls.

I thought about having 1 corps broken down as well and sure, 1 corps on rotating refit is doable.
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morvael
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RE: last good one

Post by morvael »

July is about to come! The long awaited upgrade to Tank Corps TOE is on it's way. I hope this will allow those units to move from 2-3 CV range to 4-5. Or is it asking for too much? That and the brigade TOE update should increase the number of tanks on the frontlines by a 1000. I hate when equipment is rotting in the pool, unused... But the problem is I am on the ropes trying to contain the panzers... They can't break, but it seems they will do it at one time. And then I will be finished with no AP to rebuild units [:(]
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