RE: Awful lot of Russians!
Posted: Sun Feb 11, 2018 12:09 pm
Techniques and hints for success...
Three to one odds, from different directions (splits/overwhelms enemy fire). (Holds true for all levels of combat -- squad to Armee/task forces; for small groups, move to locations through "bounding [leapfrogging] overwatch", after "finding and fixing" the enemy position to be "finished".) ...Early on in 'Barbarossa, 2 to one will do.
That above 3 to 1 comes under the heading of -- for large deployments -- "defeat in detail": your strong-point against his weak point. ...Much larger forces were destroyed in history thru that technique [note Napoleon and A Jackson to name only two outnumbered Davids); if necessary, trick the bigger enemy into coming for you in small enough ['detailed'] detachments.
'Hammer and anvil'... Often a faster unit pushing an enemy unit towards the slower anvil...
.1st- punch through with infantry (that in real life would often be supported first by assault vehicles [later very heavy ones] and very heavy arty deployed from Corps on an 'as needed' basis[++]) and then
.2nd- "exploit" = sweep around with tanks.
[[++] People are bemoaning the lack of 'realism' in the game yet the lack of Korps command is ignored.
Most all heavies are farmed out from korps as "fire brigades" [damage control] to auger clogs and stop leaks.]
(Note in game, 'motorized inf' divs ['42 = "Pz Gren"] go farther but are less powerful than tank divs. Use both regular inf divs and possibly Pz-Group inf (but not necessarily mot inf) for the small break throughs.)
Now RELEVANT STUFF...
OODA loop...
"observe, orient, decide, and act"
In practical terms that means... watch out for marshes and mountains -- tanks hate 'em; and both them and infantry can't easily combat over defended rivers. Note infantry handles marshes and sometimes mountains ok. (I wonder if 'mtn /light divs' give bonuses for those situations?)
Ergo don't put your hammer too deep into a situation where it can be cut off. [That's what she said.] YOU MUST PLAN WHEN to use this 'break-thru and sweep around' towards the [slowly advancing] anvil trick. "Plan" here means observe natural land obstacles.
Also relevant to that: Luftwaffe...
Make sure you are in range [15 hexes /450 km] of bases in case of an emergency cut-off, FUEL situation happens. Lw is your ace in the hole. [...It is getting bad now really.]
Take every opportunity to move LW forward with you, But watch out since the game randomly throws at you options to move them to the rear or just north or south. (One needs to know Russian city locations.)
!!
Gercke [trains] is in charge of Wagner [trucks]. Done. BUT Wagner's suggestions of when to 'fix' etc trucks should mostly be heeded. Trucks are an Achilles heel. Also split captured trucks 50/ 50 (unless emergency calls for Wagner lean). ...`E.z p.z.
Monitor Divs' fatigue and strength etc (under "R" in bottom pane). Like trucks that is Achilles's heel here. Planning when to rest and refit them is rough.
!!
Goering doesn't need to be buttered up to provide support; but you need to monitor Lw bases quality, which improves with time -- don't move LW bases too much.
....
Now more 'office politics' ['PP' in game] (this is more tentative since I am new at the game and it varies)...
You can ignore Jodl and Keitel; mostly Goebbels too.
Brauchitsch -- your CO -- and Leeb, Bock and Rundstedt (your subordinates)...
Too variable to just explain (or know) simply. If you go with Hitler you'll Tee some of them off. Go against Hitler... you'd better take Moscow or else.
Rundstedt is usually amiable.
...Maybe disobey Hitler bUT join NSDAP when chance occurs.
...Don't take abstracted rear mop-up-divs off mop up early. But then the game will possibly report that partisan activity has increased anyway -- no win situation.
Game throws wild card Chief of staffs at you.
!!!!!!!!!!!!
German generals need to make it across the Dnepr in the south and in the center early on (using the above techniques), and those marshes in the center and south along the Dnepr need to be cleared early too.
3rd Pz hugs north theater border to get close to Smolensk (using hammer and anvil above). 2nd [fast Heinz] often goes into south for awhile; then back towards Moscow.
4th Pz goes north at first (along with 18th to its left) not east. 16th goes east. (In history I think that 3rdPz went into north theatre a while.)
I need to learn more about how to break surrounded stacked hexes easily; also how to prevent the enemy units from all running to one stacked hex over and over again. A little help anyone?
....
4th Romanians (with 'Guards' div)) can only be used as defense basically; other Romanians are ok. Slovak divs in the 17th aren't too tough in my experience. (But 17th is good in my experience)
.........
A note regarding others observations here...
The game already makes it easy in the beginning and harder later on. BUT the game COULD be changed to reflect more early Russian "shock and awe."
E.g 1) Russians could have a surrender logic routine where if there are fewer than 6 divs surrounded they surrender in one turn; if more than e.g 9 divs they surrender later; that routine then goes away as player turns accrue [7-10]. 2) Also early on the shock and awe routine could see the Russians run when confronted by say 5+ divs within 1 hex range. Again this goes off later on in game. (In my experience some of that seems to be happening already but not the surrender part.)
Again as I said above some of these new-player woes could be dissipated by a couple practice scenarios.
Three to one odds, from different directions (splits/overwhelms enemy fire). (Holds true for all levels of combat -- squad to Armee/task forces; for small groups, move to locations through "bounding [leapfrogging] overwatch", after "finding and fixing" the enemy position to be "finished".) ...Early on in 'Barbarossa, 2 to one will do.
That above 3 to 1 comes under the heading of -- for large deployments -- "defeat in detail": your strong-point against his weak point. ...Much larger forces were destroyed in history thru that technique [note Napoleon and A Jackson to name only two outnumbered Davids); if necessary, trick the bigger enemy into coming for you in small enough ['detailed'] detachments.
'Hammer and anvil'... Often a faster unit pushing an enemy unit towards the slower anvil...
.1st- punch through with infantry (that in real life would often be supported first by assault vehicles [later very heavy ones] and very heavy arty deployed from Corps on an 'as needed' basis[++]) and then
.2nd- "exploit" = sweep around with tanks.
[[++] People are bemoaning the lack of 'realism' in the game yet the lack of Korps command is ignored.
(Note in game, 'motorized inf' divs ['42 = "Pz Gren"] go farther but are less powerful than tank divs. Use both regular inf divs and possibly Pz-Group inf (but not necessarily mot inf) for the small break throughs.)
Now RELEVANT STUFF...
OODA loop...
"observe, orient, decide, and act"
In practical terms that means... watch out for marshes and mountains -- tanks hate 'em; and both them and infantry can't easily combat over defended rivers. Note infantry handles marshes and sometimes mountains ok. (I wonder if 'mtn /light divs' give bonuses for those situations?)
Ergo don't put your hammer too deep into a situation where it can be cut off. [That's what she said.] YOU MUST PLAN WHEN to use this 'break-thru and sweep around' towards the [slowly advancing] anvil trick. "Plan" here means observe natural land obstacles.
Also relevant to that: Luftwaffe...
Make sure you are in range [15 hexes /450 km] of bases in case of an emergency cut-off, FUEL situation happens. Lw is your ace in the hole. [...It is getting bad now really.]
Take every opportunity to move LW forward with you, But watch out since the game randomly throws at you options to move them to the rear or just north or south. (One needs to know Russian city locations.)
!!
Gercke [trains] is in charge of Wagner [trucks]. Done. BUT Wagner's suggestions of when to 'fix' etc trucks should mostly be heeded. Trucks are an Achilles heel. Also split captured trucks 50/ 50 (unless emergency calls for Wagner lean). ...`E.z p.z.
Monitor Divs' fatigue and strength etc (under "R" in bottom pane). Like trucks that is Achilles's heel here. Planning when to rest and refit them is rough.
!!
Goering doesn't need to be buttered up to provide support; but you need to monitor Lw bases quality, which improves with time -- don't move LW bases too much.
....
Now more 'office politics' ['PP' in game] (this is more tentative since I am new at the game and it varies)...
You can ignore Jodl and Keitel; mostly Goebbels too.
Brauchitsch -- your CO -- and Leeb, Bock and Rundstedt (your subordinates)...
Too variable to just explain (or know) simply. If you go with Hitler you'll Tee some of them off. Go against Hitler... you'd better take Moscow or else.
Rundstedt is usually amiable.
...Maybe disobey Hitler bUT join NSDAP when chance occurs.
...Don't take abstracted rear mop-up-divs off mop up early. But then the game will possibly report that partisan activity has increased anyway -- no win situation.
Game throws wild card Chief of staffs at you.
!!!!!!!!!!!!
German generals need to make it across the Dnepr in the south and in the center early on (using the above techniques), and those marshes in the center and south along the Dnepr need to be cleared early too.
3rd Pz hugs north theater border to get close to Smolensk (using hammer and anvil above). 2nd [fast Heinz] often goes into south for awhile; then back towards Moscow.
4th Pz goes north at first (along with 18th to its left) not east. 16th goes east. (In history I think that 3rdPz went into north theatre a while.)
I need to learn more about how to break surrounded stacked hexes easily; also how to prevent the enemy units from all running to one stacked hex over and over again. A little help anyone?
....
4th Romanians (with 'Guards' div)) can only be used as defense basically; other Romanians are ok. Slovak divs in the 17th aren't too tough in my experience. (But 17th is good in my experience)
.........
A note regarding others observations here...
The game already makes it easy in the beginning and harder later on. BUT the game COULD be changed to reflect more early Russian "shock and awe."
E.g 1) Russians could have a surrender logic routine where if there are fewer than 6 divs surrounded they surrender in one turn; if more than e.g 9 divs they surrender later; that routine then goes away as player turns accrue [7-10]. 2) Also early on the shock and awe routine could see the Russians run when confronted by say 5+ divs within 1 hex range. Again this goes off later on in game. (In my experience some of that seems to be happening already but not the surrender part.)
Again as I said above some of these new-player woes could be dissipated by a couple practice scenarios.