The saga of the 88th Infantry Division, a tale of grinding

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AlbertN
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by AlbertN »

HardLuckYetAgain wrote: Thu Dec 21, 2023 1:16 pm
AlbertN wrote: Thu Dec 21, 2023 1:05 pm
I believe the message that is being conveyed is that 1st Winter is far too harsh for Axis - the amount of quits (mine included so I am definitely biased) that blocks games there seems to be one of the current peaks.
Do we need the “nerf” version of the game for the German “supermen of summer and fall” for winter 41? It won’t hurt their head according to the commercial below :)

https://www.youtube.com/watch?v=3jdhmE4WT2c
To me - yes.

I am not hiding I am working on a mod, which probably won't be played around, but the aim is to make it more Axis friendly for the average player that may not have either a bucket of hours to sink in each turn or simply may not be as skilled in this or that matter.
Alas there are limits of what modding can do - or how intensive a work can be made.
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Re: The effects of Blizzard on German Units & proper placement of reserves lesson

Post by Wiedrock »

HardLuckYetAgain wrote: Thu Dec 21, 2023 1:01 pm I have to say I see this as the effects of Blizzard too.
Just to not confuse people. It's the Ground Weather (Heavy Snow) causing problems for Axis during Winter '41, not the Air Weather (Blizzard). The manual is not particaularly clear in some sections regarding this.
Those two are siblings indeed, but they aint twins. ;)
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Stamb »

Stamb wrote: Thu Dec 21, 2023 1:15 pm
AlbertN wrote: Thu Dec 21, 2023 1:05 pm Axis players do not bring the Panzer in the TBs because they get back later in pristine conditions, it's to avoid to lose 100% of their AFV that instantly damage on turn of December 7th 41, and will be lost at the first retreat.
The fact they can be replenished without taxing limited freight, that's a good plus, sure, but it's the side effect.

Also I do not define a Fort lvl 2 'outside of a fortification' - but in my own game a similar division as starting shape got shoved out of a fort lvl 3 in Light Woods like the breeze from the Russians.

So the solution you suggest is a (very ahistorical) retreat back 3 hexes or more a turn, through 12 turns of winter (since Russians will advance unhindered, fresh and rested) -- which by the way will led Germans to be outside of forts each turn. But a Soviet moving X with Cavalries and Mechs will hit here and there some INF divisions that will drop down to 8 MP and ... oh will the Axis player leave them behind and get encircled as the ever thinning bulk of their forces keep retreating out of forts?

I believe the message that is being conveyed is that 1st Winter is far too harsh for Axis - the amount of quits (mine included so I am definitely biased) that blocks games there seems to be one of the current peaks.
It also depends on a weather, imo too much. In this specific game players tested what weather is going to be during next turns and it was blizzard many turns in a row.
In the same time if Axis player is getting lucky with a weather then Soviets are in trouble since attacking German units in good fortifications with good supply and without heavy snow, so no penalties, is not an easy task.
just to follow up on this
i think this shows how to avoid pure RNG and have good RNG like mechanic without super lucky/unlucky streak
https://www.poewiki.net/wiki/Evasion#Example
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M60A3TTS
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by M60A3TTS »

AlbertN wrote: Thu Dec 21, 2023 1:38 pm I am not hiding I am working on a mod, which probably won't be played around, but the aim is to make it more Axis friendly for the average player that may not have either a bucket of hours to sink in each turn or simply may not be as skilled in this or that matter.
Alas there are limits of what modding can do - or how intensive a work can be made.
I wish you well in your endeavor, Albert. Sincerely. This game does not seem to bring a lot of joy when you are playing Axis. But I haven't found any adequate substitute for being successful as Axis without putting in those hours. Maybe your mod can give the Axis enough bonuses without abandoning reality to make things easier. Otherwise adjusting basic game settings is all I can suggest.
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Re: The effects of Blizzard on German Units & proper placement of reserves lesson

Post by M60A3TTS »

Wiedrock wrote: Thu Dec 21, 2023 2:15 pm
HardLuckYetAgain wrote: Thu Dec 21, 2023 1:01 pm I have to say I see this as the effects of Blizzard too.
Just to not confuse people. It's the Ground Weather (Heavy Snow) causing problems for Axis during Winter '41, not the Air Weather (Blizzard). The manual is not particularly clear in some sections regarding this.
Those two are siblings indeed, but they aint twins. ;)
Largely true, the only real other thing in winter the Soviets can do when air conditions are not blizzard is throw in the VVS. But as you say, it is ground conditions that do the damage.

Logistics does get impacted by blizzard conditions according to the manual and snow at level 6 which is not considered heavy snow, can negatively impact Axis troops, to wit:

Impact from attrition

These rules apply in any turns between 1 December 1941
and the end of March 1942.

Frostbite/Weapon Malfunction. Ground elements
can suffer increased fatigue and/or damage (but not
destruction) during the logistics phase if in Blizzard hexes
or in hexes with snow levels of 6 or more (the more snow
the more fatigue/damage). Support elements are much
less likely to suffer fatigue/damage, while infantry type
elements are more likely to suffer fatigue/damage.
Extreme cold will affect ground elements, aircraft and
AFVs. Both aircraft and AFVs will be particularly vulnerable
to breaking down. AFVs also have an increased chance of
breakdown (damage) when the combat is in
a blizzard or snow level 6 or higher hex
during combat .

Units in protected hexes suffer less damage (protected
in this sense is one of: a fort level 2 or more, city, urban,
heavy urban hexes).
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by dgrimes »

To me the results seem to reflect the Soviets having an unlimited supply of fresh troops to attack the German 88th division. The division put up a valiant fight. In the 5 battles shown it (and the second division) inflicted losses totaling 5,552 men, 75 artillery, and 20 armored vehicles compare to losses of 2,068 men and 78 artillery. In these 5 battles the Soviets had a substantial advantage in men, artillery and in two battles tanks. The troops were also fresh. What should happen under these circumstances? Maybe this division and others along the front split up into smaller units, with one of the smaller units left to defend against the soviets, absorbing the soviet movement points while the others pull back to rest?
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Wiedrock
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Wiedrock »

Don't forget about these:
Living Manual 1.23, p.190 wrote:Errata: Undocumented rules
Axis units in heavy snow have their defensive CV modified as follows:
Dec 1941 - /2
Jan 1942 - /1.5
Feb 1942 - /1.33
This is reflected in the CV values shown on the map.
In addition, once in combat, there are admin and land combat rating checks
made. For each failed check, the defence value is modified an additional time.
So a unit in Jan 1942 in heavy snow can have their CV divided by 1.5 up to 3
times if it fails both checks.
Errata 01.02.39:
Entrained units are no longer susceptible to first winter rules
...and where's actually the "pre battle DISruption during Winter '41 in Heavy Snow for Axis" written down? I can't find it right now.

So in Heavy Snow there's:
- Less Supplies
- more Attrition/Frost bite
- less CV dividing /2 /1.5 /1.33 (up to 3 times)
- pre battle DISruption (in attacks it's like ~70-90%; defense like 30-60% or so ....don't nail me to that percentages, instead tell me the exact numbers! :D )
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Zemke
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Zemke »

M60A3TTS wrote: Thu Dec 21, 2023 3:45 pm
AlbertN wrote: Thu Dec 21, 2023 1:38 pm I am not hiding I am working on a mod, which probably won't be played around, but the aim is to make it more Axis friendly for the average player that may not have either a bucket of hours to sink in each turn or simply may not be as skilled in this or that matter.
Alas there are limits of what modding can do - or how intensive a work can be made.
I wish you well in your endeavor, Albert. Sincerely. This game does not seem to bring a lot of joy when you are playing Axis. But I haven't found any adequate substitute for being successful as Axis without putting in those hours. Maybe your mod can give the Axis enough bonuses without abandoning reality to make things easier. Otherwise adjusting basic game settings is all I can suggest.
M60A3TTS I put you in the "expert player" category Sir. Can you or someone else give us a brief rundown on what is required as Axis during those hours? I mean exactly what are you doing that takes that long to do your turn and also what can the Axis do to try and mitigate a Soviet winter 41 Offensive? I realize the answer to this question could be long, but just a brief synopsis.

My last game as Axis ended in March 42, with the Soviet winter offensive pretty much over. The reason it ended was I was just so fed up and frustrated by 3 months of trying to keep from losing the Army, my morale broke after three divisions were surrounded (my fault, as I did not think the Soviets would attack and I had moved too many division off the line to refit).

I too am working on a Mod, but more trying to allow the average German player to be able to reach historical Axis limits of advance (across the entire front, not one or two places) if desired. The reason problem I am having is the Axis are too strong in 1942, but I am fixing that by adjusting objectives and National Morale.
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Beethoven1
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Beethoven1 »

HardLuckYetAgain wrote: Thu Dec 21, 2023 2:04 am Is this an actual game?
Yes, but it is a weird sort of test game. It was played by a very good Axis player (Jango) who played close to perfectly in 1941 and took Leningrad as well as Rostov, and kept the Soviet OOB very small (well less than 3 million on the map). I believe Jango probably could also have taken Moscow in '41 if he wanted, but he decided to stop to build forts for winter instead.

I then took over the Soviets on turn 23 or so because we wanted to test if Soviets could do an effective winter offensive even from that as a very weak starting point for Soviets. This was the result.

Axis was in a good enough position that if it had gone on beyond turn 28, Jango would very likely have been able to win (or at minimum take Moscow), because of how weak the Soviet OOB was (even despite this winter being difficult). If it had gone on further, I wanted to test if Soviets could still get excellent supply with supply priority 4 even without having Moscow as a NSS.
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Beethoven1
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Beethoven1 »

Sammy5IsAlive wrote: Thu Dec 21, 2023 12:39 pm I don't mean this in a snarky way but what exactly is this illustrating?
The reason why I posted this thread was really for the beta forum, with regards to some changes (adding custom game options) which Joel mentioned on the regular forum here - https://www.matrixgames.com/forums/view ... 2#p5139662
Joel Billings wrote: Mon Dec 18, 2023 6:17 pm What I've seen is that games between expert players have the Germans doing just fine in 1941 (often winning in 1942), while games between average players has it difficult for the Germans to match historical advances. Much can be told by how quickly the German player takes Smolensk. If he gets bogged down there after the first few turns, it's a bad sign. Honestly, I don't know how to balance the game in all cases given this discrepancy based on player skill. We have added two new game options in the latest beta version we just released to our beta testers:

• New Game Option – Reduced Retreat Attrition – When enabled, routing units will suffer less retreat attrition than normal. The default is for this to be off. This value may not be changed once a scenario has begun in PBEM and MP games.
• New Game Option – Morale Mod (by country) – This allows a value between 0 and 20 to be set for each active country. The value set is added to the ground national morale value for the country. The default is for all of these to be set to 0. This value may not be changed once a scenario has begun in PBEM and MP games.

We found that the very large personnel losses in retreat came to units that were routed. So we backed off on that in the first game option. The 2nd allows you to easily experiment with different national morale mods (although you can't lower an NM). This allows those that want to boost some of the Axis Allies to easily do so, while it can also be used to "bid" for side in 2 player games.


However, I posted it here instead of on the beta forum (and made it into a "story" rather than just raw screenshots) because I thought more people would be interested. And that seems to be the case judging by the number of replies.


The main points I intended to highlight regarding how Soviet grinding against the Axis appears to work are:

1) Grinding of Soviets against the Axis works primarily via retreat losses, where damaged elements are automatically destroyed in retreat just because they are damaged.

2) Certain combat element types, such as guns and AFVs, appear to be disproportionately impacted by these retreat losses.

3) Because of how the divisional TOE calculation works, all elements types in the division contribute equally to the TOE calculation, regardless of whether it is common or rare.

4) Gun and AFV type elements tend to be more rare than e.g. rifle squads, but elements such as rifle squads tend to be more numerous and to contain more manpower.

5) As a result, after some grinding, unit TOEs go down by more than the actual men in the division go down, and that is the more the case the more complex and intricate a unit's TOE is (e.g. Panzer divisions which require 1 each of 50000 different types of obscure elements).

6) As far as I am aware, having a low TOE calculation imparts additional combat penalties. If nothing else, units with too low of a TOE become "unready." But - correct me if I am wrong, because I may be - IIRC there are also combat penalties for low TOE in itself. For example, a division with 80% TOE would fight better than a division with 50% TOE, if both divisions actually had identical equipment, but one just had a lower TOE calculation than the other (because it was lacking some obscure element such as rare anti-tank halfracks or something, whereas the other unit did not have anti-tank halftracks in its TOE). The manual has some mention of these things:

Image

Image

7) Because OB 2.0 made the TOE's more complex and intricate, the updated TOEs actually makes the issue worse than it was before.
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Beethoven1 »

Sammy5IsAlive wrote: Thu Dec 21, 2023 12:39 pmAs far as I can see this seems to be a fairly straightforward example of what can happen in first winter when Axis forces get exposed out of their fortifications in clear terrain. To be honest that whole line in front of Tula was untenable from the beginning.

As one of the early screenshots showed, even after the initial Soviet assault, on T26 that division could have moved back almost to where it eventually ended up on T28. The soviets would have had to have followed it through enemy territory. So at the point of contact the division would have been in much better shape whereas the Soviets would have been more fatigued and less well supplied having trekked through the snow.

Also I don't see any armored units on the map. I suspect that these were sent to the WF theatre box for the winter. In other threads there have been concerns about Axis strength in 1942 and the effectiveness of 'grinding' in that period but I'd suggest that being able to do this is at least in part contingent on sending your panzers to the TB for the winter so that in the 42 campaigning season you can bring them back to the map in close to perfect condition. But as this example illustrates, if you do this in the wrong situation you end up with no mobility and at risk of getting overrun.

So IMHO the Axis player had at least 3 different opportunities to avoid this outcome. Obviously these opportunities would have come with their own costs (giving up land without a fight in the first two examples and much higher AFV losses in the latter) but surely that is part of having an interesting game?

I could maybe get on board with the point about the TOE calculations if these are having large effects on the combat outcomes (i.e. if units are getting penalized for having low displayed TOEs despite their 'manpower TOE' still being relatively healthy).
I think most of your observations here are more or less correct about the overall game. The point was really just to track the effects of grinding on closely on a micro-level, in order to show how grinding can have a considerable effect over time from retreat losses, even if a unit does not rout at all and only retreats. This is mostly how Axis gets grinded by Soviets (more so in 1943-44, but also in winter '41 like here).

Although there are certainly some other interesting points to be made about other things (e.g. 8 MP left after attack and the difficulty of being able to retreat in good order with so few MP in heavy snow, pre-battle disruption, and various other things), really all I was wanting to focus on was this micro-issue of grinding. That is also why this is not an AAR.


I mostly disagree with the argument about damaged elements. It seems pretty realistic for a retreating unit to have to abandon much of its heavy equipment in order to allow the manpower to escape quickly enough.
There is certainly some realism there and I do agree it should be a thing, but it is a matter of degree also.

Currently you lose a very high proportion of damaged elements (especially guns/AFVs) in retreat losses. If instead of 80-100%, maybe it were more like 33-50%, maybe that would be better? Units would still end up taking lots of retreat losses over time, so you would have your realism, because they will retreat in multiple battles turn after turn. So the retreat losses would still add up. You just would not be ground down quite so quickly by them after just a few turns of attack and follow up attack.
I think that is another aspect where the player has some agency - by taking a more conservative pace of advance you'll incur less damaged elements and so take less losses when facing later counter-attacks.
Remember, this unit started off on turn 25 with 0 wins and 0 losses and 98/99 TOE. It did NOT get any damaged elements by advancing. Given the 0 wins/0 losses, I assume it was railed in (though I didn't bother to check specifically).

All the damaged elements it got were a result of the grinding that occurred in these few turns, from turn 25-28. This had a pretty stark cumulative effect - more so on he division's TOE than on the manpower of the division though, mainly due to the disproportionate gun retreat losses from damaged elements.
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Beethoven1 »

dgrimes wrote: Thu Dec 21, 2023 4:09 pm To me the results seem to reflect the Soviets having an unlimited supply of fresh troops to attack the German 88th division. The division put up a valiant fight. In the 5 battles shown it (and the second division) inflicted losses totaling 5,552 men, 75 artillery, and 20 armored vehicles compare to losses of 2,068 men and 78 artillery. In these 5 battles the Soviets had a substantial advantage in men, artillery and in two battles tanks. The troops were also fresh. What should happen under these circumstances? Maybe this division and others along the front split up into smaller units, with one of the smaller units left to defend against the soviets, absorbing the soviet movement points while the others pull back to rest?
If you regiment as Axis, that actually just makes things worse. You take higher losses because losses are related to battle CV odds, and Soviets can get higher odds by attacking a smaller number of men. As Soviets, I would much rather do 3 attacks against 3 separate regiments than 1 attack against 1 division.

Also, it means that Soviets can do a larger number of attacks because there are more units to attack. Every time a Soviet unit gets a win, Soviets gain 1 win of additional progress to Guards. Whether the win is a Soviet attack against a 3,000 man regiment or a 50,000 man triple stack, either way it counts the same for each Soviet unit in the battle - 1 win. So the effect of regimenting (other than in some discrete circumstances by highly skilled players where you know exactly what you are doing and are VERY careful with it) is just to make things worse and cause the Soviets to snowball faster, at least during periods when Soviets have the strategic initiative (winter '41 and 43-45).



Incidentally, part of the problem here is Axis lacks a larger number of reserves because a lot of the units that were historically in the rear are instead abstracted into the Soviet Garrison Theater Box. If instead, those units were on the map, it would be a lot more practicable to rotate units as you suggest. But those units are simply not on the map - despite them being (theoretically) somewhere in Russia.

And the map in WITE2 is larger than the WITE1 map. So if this same number of counters that Axis has in WITE2 was balanced for WITE1, then that means Axis is lacking the same unit-density for WITE2 that they had in WITE1. I would also say Soviets have a similar issue, but obviously a lot less, because they do have more counters to work with.
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Sarge11 »

Maybe the Soviet garrison units should be on the map but frozen unless a soviet unit comes with in so many Hex's??
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Wiedrock
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Wiedrock »

Sarge11 wrote: Thu Dec 21, 2023 9:55 pm Maybe the Soviet garrison units should be on the map but frozen unless a soviet unit comes with in so many Hex's??
Or all SEC Divisions "static"?!
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by jasonbroomer »

As Sammy mentioned, sounds reasonable that the heavy guns are lost first.

The first winter sucks for the Axis big time, this appears to have been a well thought out and prepared Soviet offensive.

While the 88th suffered heavy losses, it still dished out a lot of damage. (Soviet losses are even greater when attacking level 3 forts, especially in good terrain.) The losses mean that Soviet offensive quickly peters out and cannot be sustained.

It's grim at the front in December and January. Aggression by the Axis can pay major dividends, even attacks from low CPP/CV units can be very disruptive.

I've finally got a game as Soviets that has lasted into 1942. While the winter offensive is going well against an opponent who massively over extended himself (as far as Stalingrad, Saratova and way into the Volga Uplands - Kazan and Gorky!). However, constant aggression is crimping the Soviet offensive.

My 1st Guards Corps had been brought into the line to provide momentum and start the second wave of of my offensive when it got pounced on by the Axis. It held off the first attack by a German division, only to wilt to a second by a couple of low CPP divisions. Sitting in light woods was not enough.

The single defeat trashed its pristine TOE to this:

T29 Guard corps from full ToE.png
T29 Guard corps from full ToE.png (433.11 KiB) Viewed 870 times

and its combat preparedness went out of the window.
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by HardLuckYetAgain »

jasonbroomer wrote: Sat Dec 23, 2023 11:45 am

and its combat preparedness went out of the window.

See this is the "whole" crux of the matter. I am not saying it in a bad way but in a good way. How well can people balance their whole front of knowing where and when to attack? When to retreat? Can you read the enemy? It is a great deal more than just building the whole map full of 100 CPP units. It is a dance.
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Beethoven1
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Beethoven1 »

jasonbroomer wrote: Sat Dec 23, 2023 11:45 amThe first winter sucks for the Axis big time, this appears to have been a well thought out and prepared Soviet offensive.
Not really. If anything, it was more the opposite of a well thought out and prepared Soviet offensive.

I took over the game literally only 2 turns before. There were less than 3 million Soviets on the map, and there were a lot of things Soviets could have done to prepare for a winter offensive that had not been done. There were virtually 0 depots anywhere other than Moscow, there were a bunch of excess units in theater boxes (despite it being open theater boxes), there were a lot of units sitting in Baku and Kubyshev that had arrived on map from theater boxes but which had not been bothered to previously be moved anywhere at all. There were 0 Soviet guards units and very few Soviet divisions with wins (the most was 2 divisions which had 3 wins). Multi-role units (rifle brigades etc) had not been converted to SUs and were unavailable initially to assign to divisions. Soviets also had very few tank/mech divisions on the map, so Soviet mobility and ability to do good follow up attacks was very limited compared to what it can be (you can have up to like 60 or so of those chasing down the Germans and follow-up attacking them, and there were more like 5-10).

Far from being an example of a well-prepared Soviet winter offensive, it is basically the test case for how successful a Soviet winter offensive can be with the minimal possible preparation.

Also the weather RNG was initially unfavorable for Soviets. In the first turn or 2 of December there was no blizzard in the north or the south (only in he center area around Tula). It would have been worse if there were initially blizzard in the north especially as well (there were basically no units initially in the south because of there being so few men on the map when I took the game over).

Also on turn 27 Jango inflicted 200k losses against the Soviets (mainly because of the weather RNG, but also he got in good counterattacks even in blizzard areas, and virtually all of his counterattacks were wins). Here are some screenshots of the Soviet view on turn 27:

Image

Image

Image

Image

Image

Image

Image

Notice all the newly deployed Soviet units in the rear. Those could and should have already been on the map with 100 CPP and have already been participating in winter offensive with December penalties, but they were not.



jasonbroomer wrote: Sat Dec 23, 2023 11:45 amMy 1st Guards Corps had been brought into the line to provide momentum and start the second wave of of my offensive when it got pounced on by the Axis. It held off the first attack by a German division, only to wilt to a second by a couple of low CPP divisions. Sitting in light woods was not enough.

The single defeat trashed its pristine TOE to this:

T29 Guard corps from full ToE.png

and its combat preparedness went out of the window.
The big point here is that it is binary. Yes, you can get counterattacked. But probably - though not 100% necessarily for sure - that counterattack was in "snow" rather than "heavy snow."

Though as I said, Jango was also able to get in some counterattacks against me in blizzard, so that is possible. The trick is basically you have to attack with large numerical superiority. In that same way, Axis can attack with large numerical superiority even in heavy mud and inflict as many as 30k rout losses in a single battle against Soviets, like neaugustus did against HLYA. This is due to a flaw in how the weather combat penalties work.




Anyway, so I think it is basically the opposite of what you (and HLYA) are suggesting.

It could have been much, much worse for Axis here.
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Beethoven1
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Beethoven1 »

Also one minor observation here. In jasonbroomer's screenshot of his Guards Rifle Corps, the "Assign Support Units" button is yellow rather than greyed out.

I think this means no multi-role SUs (rifle brigades etc) are attached. If so, then jasonbroomer could be doing a lot more than he is doing, he is not utilizing one of the strongest Soviet powers on one of his strongest units.

It is possible that he previously had them attached and un-attached them after the unit lost the battle and maybe is sending them to STAVKA to refit or something. But if so, that is a mistake, he can refit them on the map while still being attached to his Guards Rifle Corps without causing any supply problems, while also gaining CPP. By sending to STAVKA, he is losing CPP unnecessarily, if that is what he is doing.

Just a minor tip which hopefully may be helpful to some readers.
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Beethoven1
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Re: The saga of the 88th Infantry Division, a tale of grinding

Post by Beethoven1 »

Oh yeah, another thing I forgot to mention is I totally messed up the manpower for Soviets. What I had done initially was I sent a bunch of 45 morale divisions to the theater boxes from Soviet Reserve in order to pull out 50 morale units. This was a longer term plan, which even if I did it right would have only helped me later in blizzard and later in 1942, but hurt me at the beginning.

But the effect of that was that precisely during these few turns of turn 25-28 my units on the map participating in the Soviet winter offensive that trashed the 88th Division got virtually 0 reinforcements, because all of them went to the new theater box units. Here on turn 26 is a screenshot of me getting only 13k reinforcements to my on map units:

Image

And actually, 100% of that was to SUs assigned to STAVKA.

Meanwhile, these are reinforcements being received by units in the Far East Theater box (not even including other theater boxes):

Image

So my on-map units participating in the offensive could have been stronger and were starved of replacements for damaged equipment which they were shedding on turns 26-28.
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