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RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Sun Jan 16, 2011 7:55 pm
by kfmiller41
Tula front, Note some armies low strength, these got mauled before the mud hit.

RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Sun Jan 16, 2011 8:18 pm
by kfmiller41
Kharkov, am in recovery mode here as you can see by the army strength's

RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Sun Jan 16, 2011 8:37 pm
by kfmiller41
Stalino front, again rather thin but in better shape than farther north. Have 2 potential cavalry corps in reserve waiting a HQ, accidentally moved a front HQ instead:-(

RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Sun Jan 16, 2011 10:04 pm
by randallw
Wait, so you have under 2000 tanks total?
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Sun Jan 16, 2011 10:09 pm
by kfmiller41
Well in the front line army units, yes. If you count them actually it is over 2000[:D] but right now my main concern is positioning. If he decided to attack again before the blizzard it could be rough for me but in the end it will be worse for him. Biggest problem I will face is supply in the offensive as I am in my other game.
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Sun Jan 16, 2011 10:15 pm
by randallw
You have a bunch of tank brigades in the pipeline, right? So the upcoming tank total should be something decent.
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Sun Jan 16, 2011 10:39 pm
by kfmiller41
Should be, i know I have alot coming, but to be honest they are not that great on offense, tank brigades just don't pack enough punch yet.
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Sun Jan 16, 2011 11:39 pm
by krupp_88mm
i just want to rant about this game a little bit, the mud is frankly BS sure the mud was bad someplace but for every single hex to be severely reduced is BS, it should be spotted (sprinkled) at best, same for the blizzard, a blizzard occurring across the entire board is BS also, and since the weather effects work completely in Russians favor its unfair, and finally the Russian retreating and way ahead of time is unrealistic, it should cost some sort of political points to retreat and the penalty should be rather high,as in reality this wouldn't have been agreed to, also the factory movement to remote dot hexes is also complete crap, there should be a penalty farther you move factories form the front the slower they set up and lower production, as the logistics and time involved of transporting stuff from siberia is quiet high when your entire factory base is their
also a question do the Germans gain manpower from Ukraine or estonia ect?
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Mon Jan 17, 2011 1:16 am
by CarnageINC
ORIGINAL: krupp_88mm
i just want to rant about this game a little bit, the mud is frankly BS sure the mud was bad someplace but for every single hex to be severely reduced is BS, it should be spotted (sprinkled) at best, same for the blizzard, a blizzard occurring across the entire board is BS also, and since the weather effects work completely in Russians favor its unfair, and finally the Russian retreating and way ahead of time is unrealistic, it should cost some sort of political points to retreat and the penalty should be rather high,as in reality this wouldn't have been agreed to, also the factory movement to remote dot hexes is also complete crap, there should be a penalty farther you move factories form the front the slower they set up and lower production, as the logistics and time involved of transporting stuff from siberia is quiet high when your entire factory base is their
also a question do the Germans gain manpower from Ukraine or estonia ect?
Krump I think this is the wrong place to place your opinions.[:-] Have some respect for others and don't highjack someones AAR for this...start your own thread on the main board then everyone can participate in your rantings.[8|]
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Mon Jan 17, 2011 1:39 am
by kfmiller41
i just want to rant about this game a little bit, the mud is frankly BS sure the mud was bad someplace but for every single hex to be severely reduced is BS, it should be spotted (sprinkled) at best, same for the blizzard, a blizzard occurring across the entire board is BS also, and since the weather effects work completely in Russians favor its unfair, and finally the Russian retreating and way ahead of time is unrealistic, it should cost some sort of political points to retreat and the penalty should be rather high,as in reality this wouldn't have been agreed to, also the factory movement to remote dot hexes is also complete crap, there should be a penalty farther you move factories form the front the slower they set up and lower production, as the logistics and time involved of transporting stuff from siberia is quiet high when your entire factory base is their
Despite this being in an AAR thread I will be glad to address it as I have in several other threads[:D], I agree that the Russian retreat seems a little to easy to do and there should be some penalty for moving back to quickly (this being based on my 2 games so far). As far as the weather is concerned based on all that I have read about it the weather pretty much affected the entire front, especially the first year. And in my first game the German player seems to have recovered enough to keep my advances limited. Also the winter is affecting the Russians as well, my supply is very limited. Although I am not as passionate as you seem to be I am sure changes will be made if they are needed.
I think we have to give the game some time, let some games go into 42-43 ans see that happens.
The Germans took on a great challenge invading Russia and I really think the game simulates the challenge very well.
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Mon Jan 17, 2011 1:48 am
by randallw
The real life penalty for retreating really far would be that some Soviet generals would lose their heads.
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Mon Jan 17, 2011 3:05 am
by krupp_88mm
"Krump I think this is the wrong place to place your opinions. Have some respect for others and don't highjack someones AAR for this...start your own thread on the main board then everyone can participate in your rantings."
oops sorry i just posted here because i love miller so much hes my favorite AAR, sorry miller, he gets so much abuse from me even about his picture, anyway ill settle for a tiered mud, light mud medium mud heavy mud, affecting movement rates different along with more zones for weather
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Mon Jan 17, 2011 3:47 am
by kfmiller41
Not to worry Krupp, soldier on[:D] As long as we keep it civil, and trust me I rant sometimes as well

than I have no problem with it.
Now, next turn is done, (
which is TURN 20 OCTOBER 30 1941 turn) and I am not going to bother posting any map shots and the only thing that changed was some units moving up and people sinking deeper in the mud

Think I did find a bug in the commander screen. As shown below one of my generals is missing, one report says he is there and the other says he isn't[X(]
Maybe Stalin had him Shot

and didn't tell me. Also i am trying to get rid of the incompetent officers but they have the good ones outnumbered heavily[&:]
Notice i kept the CP all in the positive for the armies[&o] That is a miracle in itself. Some of my army commanders have done pretty well considering the troop experience.

RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Tue Jan 18, 2011 12:56 am
by kfmiller41
Well turn 21 is in the books and guess what? You guess it... Mud
So did some more digging, moving up of units, and this turn trying to straiten out my command structure which took a beating. Here are some screens of my poor efforts. Notice the strengths of the forces, my army has gotten really LARGE

. Give me plenty of troops to throw at the entrenchments I am sure to see.
Here is the Northern Front

RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Tue Jan 18, 2011 1:00 am
by kfmiller41
Moscow Front Also not the CP's, almost nothing you can do about this, army is just larger than the command structure can support[:@] Notice all the AFV's here, they can transfer south if needed but seeing as supply and weather will make then pretty limited I am keeping them back, will use infantry and cavalry for the blizzard's

RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Tue Jan 18, 2011 1:05 am
by kfmiller41
Southern Front, this is really where the CP hit is hardest. Also if you notice I have alot of units that are not attached to fronts, they are with Stavka, almost all of my infantry and armor brigades are and they are behind the lines digging and garrisoning cities and towns. They are not strong enough for the front lines and they make good diggers.

RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Tue Jan 18, 2011 1:53 am
by randallw
Looks like Belphigor did a Forrest Gump in the south.
The big splurge of rifle division reinforcements basically ends in Dec/Jan; to help the Front loads the Transcaucasus M.D. converts to a Front early in 1942, and a few of those divisions are free to roam too.
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Tue Jan 18, 2011 2:02 am
by cookie monster
Nice pictures with C&C info box very enlightening.
Good show.
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Tue Jan 18, 2011 8:31 am
by CarnageINC
Hey Miller, I'm going to start using some of your ideas, just to let you know[;)]
Good stuff mate [8D]
RE: Road to Oblivion GC Miller41 (R) vrs Belphigor (G)
Posted: Tue Jan 18, 2011 10:31 am
by kfmiller41
Trying to use my head for getting information you grog's want to see[:D] When I look at a screen I like to know certain things, and thinking I am a normal player (whatever the hell that means[:D])I try and put that in my screen shots because my storytelling skills are not up to snuff[8|]