Tip thread

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mavraamides
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RE: Tip thread

Post by mavraamides »

ORIGINAL: heliodorus04

Gordion, how do you handle out of supply/command range issues (more likely the latter will be present than the former)?

I'm so terrified of leaving units out of command range that I switch unit superior HQs to the Army Groups just to avoid that.

Right, I should have mentioned that. I switch them to an Army or above HQ so they will be in command range.
ORIGINAL: GBS

Will a fortified zone serve as a garrison?

Not in terms of reducing partisans.

And with no mobility it can easily be isolated and destroyed even by a lowly SEC unit. But a fortified zone with 1 mobile unit and a couple of turns of fortification can at least hold out until help arrives as well as go on some little excursions of its own if the enemy abandons the area altogether.
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Ketza
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RE: Tip thread

Post by Ketza »

During the initial German onslaught and pocket set up  it makes sense to kill the soviet fort units along the border. This saves you combats and moves during the pocket reduction turn. I noticed in many aars people do not do this.
Magnum88
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RE: Tip thread

Post by Magnum88 »

On their own they are not good garrison units as there are only around 1800 men in the unit and you can onlt have one fortified zone per hex. However, they are great at augmenting a security regiment and freeing up units for garrisons elsewhere. Normally, one security regiment is around 1600 men but counts double for garrison purposes. Cities require 4000 men and light urban 8000. Normally, this means 2 regiments per city and a three for light urban. If you use a fortified zone this reduces the requirement by 1, saving a security regiment per city or light urban.

As the Axis, Admin Points are plentiful after the first few turns and leaders changes and re-organizations are over and later, if not needed (i.e. ally takes over garrisoning), you can always disband them to get the men and resources back.
randallw
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RE: Tip thread

Post by randallw »

The Soviet brigade in Finland has two fortified regions with it, apparently an exception.
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bairdlander2
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RE: Tip thread

Post by bairdlander2 »

Didnt realize this untill now[:D]To determine mp's "Calculate average fatigue of the unit based on the number and
fatigue of each type of ground element. Reduce the number of
MP’s by the average fatigue divided by ten, rounded down"[:D].Guess I should read the manuel
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kfmiller41
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RE: Tip thread

Post by kfmiller41 »

As a Russian player I would add that destroying those garrisons on turn one is worth it for no other reason than to keep me from disbanding them and using those troops later on ti fill new units[:D]
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cookie monster
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RE: Tip thread

Post by cookie monster »

As the Russians its better to build 2 Divisions at 20 AP each and one brigade at 5 AP each to combine into a corps.

Also as 2 divisons plus one brigade can make a corps, you can send a brigade to your front lines to build with 2 divsions. The refit of this new corps would then bring it up to 100% TOE.

2 Guards Divisions plus one non guards can make a Guards Corps.

Build some ski brigades (note they cannot combine into a division) before the mud/snow.

They can then train up and become spearhead/storm troops. Their CV is doubled in snow and tripled in blizzard.

Ski brigades can also be built and attached to HQ's and Corps at Spearheads.

Although the manual says so you cannot build Soviet HQs although I have heard this is allowed in the next patch.

Swamps can have so far fort level 4 (the manual says max 3) I have them outside Stalingrad in my 42 start SU GC.
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PeeDeeAitch
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RE: Tip thread

Post by PeeDeeAitch »

Pocket Presence
 
Beyond waiting until the 2nd turn to begin reducing a pocket, attack units so they have a better chance of surrender. If there is a controlled hex to retreat to, having the defeated unit retreat through a ZOC increases the chance the surrounded unit will surrender.
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squatter
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RE: Tip thread

Post by squatter »

ORIGINAL: bcgames

Reading the Air Losses Screen. At first, I thought there was an addition bug on this screen. Then I figured out how to read it.

Flak Losses and Operational Losses are two of three causes for the 45 TOTAL LOSSES of aircraft shown in the screen shot below. The third number required to get a total of 45 losses is the training losses; this yields 2 more aircraft. So flak losses (21) plus Operational Losses (22) plus Training Losses (2) = 45 aircraft lost.

Image

Note: I added the two yellow lines; they do not appear in the game.

I'm afraid this is wrong. Operation losses refer to non-combat operational losses, including training. The missing figure in the totals is air to air combat. This is one of those badly thought out information displays the game suffers from. Why there are not three rows (flak losses, operational losses, air to air losses) which equate to the total is beyond me - it transgresses every balance sheet rule in the book!
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heliodorus04
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RE: Tip thread

Post by heliodorus04 »

ORIGINAL: squatter
I'm afraid this is wrong. Operation losses refer to non-combat operational losses, including training. The missing figure in the totals is air to air combat. This is one of those badly thought out information displays the game suffers from. Why there are not three rows (flak losses, operational losses, air to air losses) which equate to the total is beyond me - it transgresses every balance sheet rule in the book!

A) I didn't know there was a GAAP for Luftwaffe operational accounting [:D]
B) I thought the stuff ABOVE Flak/Operational was the stuff that got shot down by Air-to-Air. Is that wrong?
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Magnum88
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RE: Tip thread

Post by Magnum88 »

I have started to consider a unit's morale in deciding which of them attacks pocketed enemy units. Getting their morale to 86 is a huge advantage (only +1 for each enemy hex) and they gain around 1 point each victory over the weak isolated units. There are other considerations but this is a big one because it will let them advance faster later on. I use it also to help the Hungarian and Romanian mountain troops beef up their morale for the winter to come.
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cookie monster
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RE: Tip thread

Post by cookie monster »

I have begun to transfer out of my front line Spearhead units and HQ's sapper brigades and regiments.

I disliked how the AI would allocate them from the HQ to my deliberate attacks.

I would have preffered the Support unit tanks or howitzers.
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cookie monster
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RE: Tip thread

Post by cookie monster »

I've just subscribed to this thread so I don't miss any tips.[;)]
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Fänrik Stål
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RE: Tip thread

Post by Fänrik Stål »

A tip for speeding up rail movement on a low end computer (1.03 beta and previous patches):
In transport mode, select the unit(s) you want to transport, then click on the mini-map to get to the area of where you want to transport them to. You will notice that the unit info panel to the right in the screen disappears as you click the mini-map. Now right-click on the hex you want them to go to. For some reason this makes the units transport significantly faster, on my computer the speed is almost double.
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Jakerson
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RE: Tip thread

Post by Jakerson »

I have found very useful for axis player at 1941 starting turns.

Use admin points to build up panzer division HQ supplies and park all panzer divisions near the HQ advantage is that in next turn most of panzer division supplies, fuel and ammo are filled up. Disadvantage is that HQ cannot move that turn you use this feature.

Generally it is better to stop one turn to fill up and then advance a lot next turn than try to advance two turn with low supplies.
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KenchiSulla
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RE: Tip thread

Post by KenchiSulla »

Learn to use the commanders report! That will safe you a lot of time.
AKA Cannonfodder

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Mynok
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RE: Tip thread

Post by Mynok »

ORIGINAL: Cannonfodder

Learn to use the commanders report! That will safe you a lot of time.

Indeed it does.
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Commanderski
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RE: Tip thread

Post by Commanderski »

I have found very useful for axis player at 1941 starting turns.

Use admin points to build up panzer division HQ supplies and park all panzer divisions near the HQ advantage is that in next turn most of panzer division supplies, fuel and ammo are filled up. Disadvantage is that HQ cannot move that turn you use this feature.

Generally it is better to stop one turn to fill up and then advance a lot next turn than try to advance two turn with low supplies.


These have been great tips so far! What feature do you use to build up HQ supplies?
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cookie monster
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RE: Tip thread

Post by cookie monster »

If the HQ has not moved you can right click on the hq counter and open the detail window in the bottom right is HQ BUILDUP
FJeff
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RE: Tip thread

Post by FJeff »

I don't see that option, even in a newly-loaded scenario? What am I missing?
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