Page 2 of 11
RE: Soviet GC - WiTE Version 1.1
Posted: Fri Dec 24, 2010 5:42 pm
by Redmarkus5
Here is the OOB on turn 41, the last Snow turn for 1941/42. As you can see, I now vastly outnumber the Axis in all areas.

RE: Soviet GC - WiTE Version 1.1
Posted: Fri Dec 24, 2010 5:47 pm
by Redmarkus5
However, Axis unit combat power has already recovered dramatically in several cases, while mine is affected by supply/rail matters, so I am wary about what the next change in weather will bring. I am sitting on the strategic defensive until I have a better idea of the AI's intentions.

RE: Soviet GC - WiTE Version 1.1
Posted: Fri Dec 24, 2010 6:50 pm
by wmcalpine
Redmarkus4,
Nice AAR. I am having similar results, but on Normal difficulty. My hats off to you for the challenging setting! Berlin in 44.
Regards,
Bill
RE: Soviet GC - WiTE Version 1.1
Posted: Fri Dec 24, 2010 7:05 pm
by Redmarkus5
Cheers Bill. Do you have an AAR running?
Mark
RE: Soviet GC - WiTE Version 1.1
Posted: Fri Dec 24, 2010 7:11 pm
by randallw
You are facing the same problem that the Axis had; outrunning the pace that rail lines can be fixed.
Perhaps next time you can advance at a rate of the repairs; if the Axis keep trying to form a forward line in contact with you, just keep attacking them to force a retreat ( prevents them from fortifying well, right in front of you ), but don't pursue.
RE: Soviet GC - WiTE Version 1.1
Posted: Fri Dec 24, 2010 8:42 pm
by Redmarkus5
Possibly. It's only in the Dnepr bend that I have a short-term supply problem. I wanted to clear out the bend before the mud arrived and I have succeeded with that about 98%. Hopefully, my rail net and unit readiness will be back on track before the ground hardens.
RE: Soviet GC - WiTE Version 1.1
Posted: Sat Dec 25, 2010 8:53 pm
by Redmarkus5
Turn 47, the first turn after the time of mud, spring 1942.
The AI has launched an immediate assault at two points, possibly aiming (does the AI actually aim?) to create a pocket in the Dnepr bend, which is pretty much what I was expecting.
I have 3 substantial reserve armies in place to meet this, so it's going to be bloody for both sides.

RE: Soviet GC - WiTE Version 1.1
Posted: Sat Dec 25, 2010 9:03 pm
by Redmarkus5
Here's the overall strategic situation - almost no change since the end of the blizzards.
TOEs are almost all at 100% now and my air force has been about 75% upgraded to the latest available models. I still need to be careful with it as it's untested and the Luftwaffe has not yet been tackled head on at this stage.
Front and Army commanders have been replaced where their points or performance were low. Zhukov has been moved from the command of the Moscow MD (which is static) to take over the Western Front, the force I have assigned responsibility for the sector between Bryanks and Chernigov, opposite what I expect to be the AI's main axis of advance for this season.

RE: Soviet GC - WiTE Version 1.1
Posted: Sat Dec 25, 2010 9:06 pm
by Redmarkus5
And the turn 47 OOB...
No more upgrades or changes in command structure are planned now. I am saving up my admin points to allow me form Soviet Corps and Tank divisions during the summer.

RE: Soviet GC - WiTE Version 1.1
Posted: Sat Dec 25, 2010 9:17 pm
by Redmarkus5
Intensive recon in the region south of Cherkassy (now held by a weak security division) suggests that the concentration of enemy armour assembled here in mid-winter has now departed.
Although I haven't planned an offensive here and have limited reserves in place, a quick counter thrust to the north west could force the AI to adapt and abandon its pressure around Kiev.

RE: Soviet GC - WiTE Version 1.1
Posted: Sat Dec 25, 2010 9:25 pm
by Redmarkus5
The execution of my recon plan.

RE: Soviet GC - WiTE Version 1.1
Posted: Sat Dec 25, 2010 9:41 pm
by Redmarkus5
Strategic summary - the apparent Axis areas of attack and my intended counter.

RE: Soviet GC - WiTE Version 1.1
Posted: Sat Dec 25, 2010 9:45 pm
by Redmarkus5
The Rumanian defenders run before me...

RE: Soviet GC - WiTE Version 1.1
Posted: Sun Dec 26, 2010 2:47 am
by Redmarkus5
Turn 48.
The AI's attacks have ceased. Note:
1. The return of Mud weather. The AI and I both moved too soon, but the real cost appears to be to the AI with this error.
1. The high level of partisan activity (that I cannot control and which the AI seems unable to manage). (Idea - I can send all of my transport AC to the pool and thus eliminate partisan supply! Will do so now as a workaround).
2. The AI supply state that has led to its front line units requiring air supply after a single attack in the previous turn and an advance of 1 hex.

RE: Soviet GC - WiTE Version 1.1
Posted: Sun Dec 26, 2010 2:51 am
by Redmarkus5
In the south, the AI is desperately trying to reform its line. Note:
1. The AI has once again abandoned Cherkassy, as well as the adjacent hexes on both sides of the city, leaving a gap in its line 3 hexes wide. I have a reserve army within range to exploit this and will attempt to do so when the mud clears.

RE: Soviet GC - WiTE Version 1.1
Posted: Sun Dec 26, 2010 3:16 am
by randallw
Sure is tempting, isn't it? You should be able to make two nice clean pockets and bag a dozen units or so.
RE: Soviet GC - WiTE Version 1.1
Posted: Sun Dec 26, 2010 3:21 am
by Redmarkus5
The Cherkassy Offensive.
In spite of the mud, I am able to exploit the gap left by the AI, liberating another hero city of the Soviet Union from the Fascists.
1. 12th Army exploits the gap from a standing start.
2. 10th Army moves up by rail to (hopefully) drive a wedge deeper into the enemy's lines in the direction of Kirovograd.
3. 32nd Army is put on alert to follow in an attempt to pocket the enemy in the southern Dnepr bend by driving for the Bug and linking up with forces coming north through the Rumanian lines.

RE: Soviet GC - WiTE Version 1.1
Posted: Sun Dec 26, 2010 3:22 am
by Redmarkus5
Hope so! Plan of operations showing Phase lines and task owners for the main drive out of Cherkassy.

RE: Soviet GC - WiTE Version 1.1
Posted: Sun Dec 26, 2010 3:52 am
by Redmarkus5
Interesting turn 49.
1. The AI has launched two devastating attacks. In has decimated my 12th Army around Cherkassy, while the second has punched through my first defensive line northeast of Chernigov. This was a line stacked 3 deep and there are no routed survivors - the line has simply vanished.
2. However, the AI has also vacated Chernigov and adjacent hexes along the Dnepr. There is a clear pattern here with respect to its lack of interest in city hexes.

RE: Soviet GC - WiTE Version 1.1
Posted: Sun Dec 26, 2010 4:21 am
by Redmarkus5
Confused fighting all along the line, with the AI doing a few weird things.
Here, the AI brings a Pz Korps HQ up into the line, stacked with a single Hungarian security division. There are major combat units from both sides in the adjacent hexes.
