TopEverest vs Admiral Kamikaze - the rematch
Moderators: Joel Billings, Sabre21
RE: Air commands
Seriously my friend, lose the fleet air commands and recoup the manpower. And the BAKs... And Southern Ural Air Command... And 6&7 IAK. All extraneous.
- topeverest
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air units
Build of soviet air force continues to progress


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Andy M
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iwolfhound
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RE: Air commands
Good Fight...Moscow or bust.
- topeverest
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Turn 32 Jan 22 1942
RL got in the way again...
Germans begin spotty counterattacks
Russians close to closing Moscow Pincer in very heavy combat - expect local german counterattacks there
Good progress in southern Ukraine - Almost at the Dneiper
Factory relocation program nearing an end - all factories moved from kerch - Rostov - Vorenezh Moscow line.
Trans caucuses front in reserve at Stalino - considering throwing them against weekly held axis positions at the deneiper.
Generally speaking =, the net few turns might be very fruitful. have to play them,, but this may the the fruition of winter campaign
Germans begin spotty counterattacks
Russians close to closing Moscow Pincer in very heavy combat - expect local german counterattacks there
Good progress in southern Ukraine - Almost at the Dneiper
Factory relocation program nearing an end - all factories moved from kerch - Rostov - Vorenezh Moscow line.
Trans caucuses front in reserve at Stalino - considering throwing them against weekly held axis positions at the deneiper.
Generally speaking =, the net few turns might be very fruitful. have to play them,, but this may the the fruition of winter campaign
Andy M
- topeverest
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RE: Air commands
I am going for a pincer win around Moscow as it is not possible to pierce the defenses 33K defense from 18 points.
I aint getting through that.
I aint getting through that.
ORIGINAL: wolflion
Good Fight...Moscow or bust.
Andy M
- topeverest
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- Joined: Wed Oct 17, 2007 1:47 am
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RE: Air commands
Basic question here -
1. does the relative good Russian result so far defelct the need to resorb these units, as I am trying to build a large air force
2. what is the practical air force limits in the game, and how would I know I am past them beyond not having the replacements
1. does the relative good Russian result so far defelct the need to resorb these units, as I am trying to build a large air force
2. what is the practical air force limits in the game, and how would I know I am past them beyond not having the replacements
ORIGINAL: M60A3TTS
Seriously my friend, lose the fleet air commands and recoup the manpower. And the BAKs... And Southern Ural Air Command... And 6&7 IAK. All extraneous.
Andy M
- topeverest
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Moscow -
As you can see in the face of heavy defensive presence, the attack continues to make steady if slow progress. we are getting close to pucker time for the Germans


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Andy M
- topeverest
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Southern Ukraine
Lots of opportunity to take more real estate here. Have to decide if to commit Trans Caucuses Front or keep it in reserve for the German spring offensive.


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Andy M
RE: Air commands
ORIGINAL: topeverest
Basic question here -
1. does the relative good Russian result so far defelct the need to resorb these units, as I am trying to build a large air force
2. what is the practical air force limits in the game, and how would I know I am past them beyond not having the replacements
ORIGINAL: M60A3TTS
Seriously my friend, lose the fleet air commands and recoup the manpower. And the BAKs... And Southern Ural Air Command... And 6&7 IAK. All extraneous.
Let's review what I'm suggesting, and that is eliminating air headquarters units only. I am not suggesting you shrink the aircraft in your force, nor necessarily the airbases associated with them.
Naval Air Commands were real-life units that offer no practical value to this game. There is no naval war to support.
IAK, or Air Interceptor Commands, were historically tasked with opposing enemy air activity over the cities of Moscow and Leningrad. There is almost never any sort of Axis bombing campaign against these cities. Therefore, these unit HQs, like the naval commands, serve no practical purpose. If you want to keep the airbases associated with them, by all means go ahead.
The Long Range Air Command historically had 4 corps headquarters at the start of the conflict, and which if I am not mistaken were disbanded some time in 1941. In any event, since there is no cap on air divisions assigned to a HQ, there is no reason you can't consolidate the LRAC airbases under one parent HQ.
The practical limit of air forces was recently mentioned in another thread. I believe that Morvael suggested not going much beyond 18k aircraft. There are potential system glitches if you go too far.
The following is my projected air division deployment against Pitaman as we're wrapping up Spring '42 mud turns:
30 IAD fighter divisions
14 ShAD ground attack divisions
6 BAD long range bomber divisions
7 VVS divisions
1 PVO division of Transcaucasus Front that is frozen for the duration of the game.
All my SADs are gone, the PVO bases except for the frozen one are gone, the naval air divisions are long gone. In another year, the 6 long range bomber divisions will likely be replaced with ground attack divisions and I may add up to another 10 ground attack divisions beyond that. That would give me 30 IADs and 30 ShADs- a very flexible and potent force. But that's still in the planning stages- a long way to go yet.
- topeverest
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RE: Air commands
Sir,
this is very helpful -- thanks
I wasn't thinking that the game tried to find air units from particular types of airbases.
this is very helpful -- thanks
I wasn't thinking that the game tried to find air units from particular types of airbases.
ORIGINAL: M60A3TTS
ORIGINAL: topeverest
Basic question here -
1. does the relative good Russian result so far defelct the need to resorb these units, as I am trying to build a large air force
2. what is the practical air force limits in the game, and how would I know I am past them beyond not having the replacements
ORIGINAL: M60A3TTS
Seriously my friend, lose the fleet air commands and recoup the manpower. And the BAKs... And Southern Ural Air Command... And 6&7 IAK. All extraneous.
Let's review what I'm suggesting, and that is eliminating air headquarters units only. I am not suggesting you shrink the aircraft in your force, nor necessarily the airbases associated with them.
Naval Air Commands were real-life units that offer no practical value to this game. There is no naval war to support.
IAK, or Air Interceptor Commands, were historically tasked with opposing enemy air activity over the cities of Moscow and Leningrad. There is almost never any sort of Axis bombing campaign against these cities. Therefore, these unit HQs, like the naval commands, serve no practical purpose. If you want to keep the airbases associated with them, by all means go ahead.
The Long Range Air Command historically had 4 corps headquarters at the start of the conflict, and which if I am not mistaken were disbanded some time in 1941. In any event, since there is no cap on air divisions assigned to a HQ, there is no reason you can't consolidate the LRAC airbases under one parent HQ.
The practical limit of air forces was recently mentioned in another thread. I believe that Morvael suggested not going much beyond 18k aircraft. There are potential system glitches if you go too far.
The following is my projected air division deployment against Pitaman as we're wrapping up Spring '42 mud turns:
30 IAD fighter divisions
14 ShAD ground attack divisions
6 BAD long range bomber divisions
7 VVS divisions
1 PVO division of Transcaucasus Front that is frozen for the duration of the game.
All my SADs are gone, the PVO bases except for the frozen one are gone, the naval air divisions are long gone. In another year, the 6 long range bomber divisions will likely be replaced with ground attack divisions and I may add up to another 10 ground attack divisions beyond that. That would give me 30 IADs and 30 ShADs- a very flexible and potent force. But that's still in the planning stages- a long way to go yet.
Andy M
- topeverest
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2 Questions
A couple questions I cannot answer - help appreciated
1. I tried to combine 2 infantry brigades last turn and it appears to be disabled. They were infantry brigades in the same command and hadn't moved and were in ready mode and 12 hexes behind the MLR. Is that disabled until I can make infantry corps in April 42? As I was able to make cavalry corps of course
2. As the winter turns into the mud and I focus my efforts on infantry corps, should I use the 4 shock armies to make guard infantry armies and get the extra 5 points of morale bonus - use regular armies - or embed some guard corps in each army
1. I tried to combine 2 infantry brigades last turn and it appears to be disabled. They were infantry brigades in the same command and hadn't moved and were in ready mode and 12 hexes behind the MLR. Is that disabled until I can make infantry corps in April 42? As I was able to make cavalry corps of course
2. As the winter turns into the mud and I focus my efforts on infantry corps, should I use the 4 shock armies to make guard infantry armies and get the extra 5 points of morale bonus - use regular armies - or embed some guard corps in each army
Andy M
- sillyflower
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RE: 2 Questions
The answer is in the updated manual somewhere. Don't think you can make rifle divs that way until April or May '42
Re M60's air force, the rest of us aren't so fastidious/careful (delete to choice). Airbases are airbases with only VVS being different in also allowing partisan resupply at night.
Re M60's air force, the rest of us aren't so fastidious/careful (delete to choice). Airbases are airbases with only VVS being different in also allowing partisan resupply at night.
web exchange
Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi
Reply: They already know you're a gamer. What other shame can possibly compare?
Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi
Reply: They already know you're a gamer. What other shame can possibly compare?
- smokindave34
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RE: 2 Questions
ORIGINAL: topeverest
A couple questions I cannot answer - help appreciated
1. I tried to combine 2 infantry brigades last turn and it appears to be disabled. They were infantry brigades in the same command and hadn't moved and were in ready mode and 12 hexes behind the MLR. Is that disabled until I can make infantry corps in April 42? As I was able to make cavalry corps of course
2. As the winter turns into the mud and I focus my efforts on infantry corps, should I use the 4 shock armies to make guard infantry armies and get the extra 5 points of morale bonus - use regular armies - or embed some guard corps in each army
You can combine the rifle brigades into divisions starting in May '42. I'm about 90% certain that the only restriction is that they can't be naval rifle brigades
RE: 2 Questions
I'am not sûre 2 rifle brigade is enough to create a division. Maybe you need 3.
Thinking about it, having tons of small units to man and maintain rear fortification is very usefull (and merged into rifle corps). In my game i converted tons of brigades to division, but it was not a good idea.
Thinking about it, having tons of small units to man and maintain rear fortification is very usefull (and merged into rifle corps). In my game i converted tons of brigades to division, but it was not a good idea.
Brakes are for cowards !!
- topeverest
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comments
I was Thinking that it was forbidden until april 42 because you could build 2 brigades for half of a division.
Andy M
- topeverest
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Turn 33 January 29, 1942
Russian Pincer at Moscow forces Germans to withdrawal from North Moscow and Moscow hexes. Russians are well on their way to achieving the major objective of securing all of Moscow
Axis Minor's forces have crumbled on the Dneiper in Southern Ukraine. Russia will have to decide if to continue the assault, or use the river as a defensive barrier for the summer campaigns
Axis Minor's forces have crumbled on the Dneiper in Southern Ukraine. Russia will have to decide if to continue the assault, or use the river as a defensive barrier for the summer campaigns
Andy M
- topeverest
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Moscow
I wasn't sure I was going to force the enemy to withdrawal. The enemy around Moscow is very strong and has not given up an inch.


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Andy M
- topeverest
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Turn 33 --- Southern Ukraine
Here is the big conundrum - the enemy fighting capacity has collapsed. How best to exploit, or not? I haven't decided.
I could dig in with defense in depth, as my forces are terribly strong in their own right, limiting the enemy's ability where they
can attack this summer.
Or I could attack a burn the offensive out -----
I am open to ideas.

I could dig in with defense in depth, as my forces are terribly strong in their own right, limiting the enemy's ability where they
can attack this summer.
Or I could attack a burn the offensive out -----
I am open to ideas.

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Andy M
- sillyflower
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RE: Turn 33 --- Southern Ukraine
Depends on whether you are playing mild or full fat winter, the date and the overall state of the armies. G recover amazingly quickly and can devastate an over-extended Red Army in March, especially if the winter was mild. The south is also the most vulnerable to the counter offensive because the only defensible terrain is behind rivers, and they are still frozen.
But whoever heard of an appropriately cautious Texican? [:D]
But whoever heard of an appropriately cautious Texican? [:D]
web exchange
Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi
Reply: They already know you're a gamer. What other shame can possibly compare?
Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi
Reply: They already know you're a gamer. What other shame can possibly compare?
- topeverest
- Posts: 3381
- Joined: Wed Oct 17, 2007 1:47 am
- Location: Houston, TX - USA
Game Options
Here are the options for the game
41-45 campaign game v 1.09

41-45 campaign game v 1.09

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Andy M


