RE: Reaction to Soviet Turn
Posted: Thu Nov 10, 2011 7:59 pm
Kharkov


What's your Strategy?
https://forums.matrixgames.com:443/






Yeah, it shows...[;)]ORIGINAL: heliodorus04
I’m disillusioned with the game again (if you can’t tell from my recent Forum posts)
You need to work on your flank security, and pocket reduction. Leaving leaky pockets in your rear is very dangerous unless you are really pushing forward. If you are not pushing far enough forward to minimize the chance of pocket relief, then you need to stomp those pockets the very next turn. If he breaks open a supply line, then (reserves allowing) you should be pushing further outward, even at the 'risk' of routing out of pocket a few units. Don't get caught up in the mindset that only pocketed Soviet casualties are important. You can cause a lot of casualties during 1941 simply blowing away the frontline units, and those units trying to reopen pockets.ORIGINAL: heliodorus04
He reconnected to the pocket at Kharkov again, which is bad. Something like 6 attacks and 5 ground strikes (sequentially) against the panzer division he moved. I’m on record as telling CF that I believe multiple ground attacks by small groups of air units is exploitive and I asked him to stop so we have a better game. It’s far too easy for the Soviet player to exhaust the small number of Axis fighters and then to grind down the bomber fleet. It’s bullshit, and the air war is still a wreck of colossal proportions, as is the Soviet C2 advantage. There is no competing with this full-scale hedgehog defense. It’s a NATO defensive scheme that wasn’t developed until the 1960s, but it’s fine according to the Soviet community.
What's the vital semantic distinction between the two following sentences?ORIGINAL: heliodorus04
Now, it’s possible I’m as bad a player as I thought when I started out this AAR, but really, I’ve made small mistakes, but this is overall my best advance ever. And yet it’s still not enough that CF feels he has anything to worry about. He seems supremely confident that all is perfectly under control for him. I see that too. I’ve failed, because...(edit)
I know I'm over-reacting. And I'm annoyingly self-righteous when I'm over-reacting. I've come down a bit regarding this specific game's outcome.ORIGINAL: JAMiAM
Yeah, it shows...[;)]ORIGINAL: heliodorus04
I’m disillusioned with the game again (if you can’t tell from my recent Forum posts)
Frankly, I think you're overreacting a bit, but so this post will be constructive, let's address a few concerns...
ORIGINAL: JAMiAM
First, the "odd" recon you mention. It's not odd at all. Deep recon is crucial for creating any chance of interdiction of reserves moving from the rear. Given that you just received the XXXX Pz Korps, it is vital for CF to do the recon to try to find out where they're heading, as well as having any hope of his bombers shave off a few MPs and cause some casualties along the way.
ORIGINAL: JAMiAM
Now, to specific issues within the quoted post.
You need to work on your flank security, and pocket reduction. Leaving leaky pockets in your rear is very dangerous unless you are really pushing forward. If you are not pushing far enough forward to minimize the chance of pocket relief, then you need to stomp those pockets the very next turn.ORIGINAL: heliodorus04
He reconnected to the pocket at Kharkov again, which is bad. Something like 6 attacks and 5 ground strikes (sequentially) against the panzer division he moved. I’m on record as telling CF that I believe multiple ground attacks by small groups of air units is exploitive and I asked him to stop so we have a better game. It’s far too easy for the Soviet player to exhaust the small number of Axis fighters and then to grind down the bomber fleet. It’s bullshit, and the air war is still a wreck of colossal proportions, as is the Soviet C2 advantage. There is no competing with this full-scale hedgehog defense. It’s a NATO defensive scheme that wasn’t developed until the 1960s, but it’s fine according to the Soviet community.
ORIGINAL: JAMiAM
That said, mastering 'moving pocket' battles is a vital part of learning how to play the Axis effectively.
Point taken; I have been very deliberate in not allowing my panzer divisions to be surrounded until really this turn, where my Ryazan salient got pocketed.ORIGINAL: JAMiAM
Simply put, you need to not worry so much about the potential for being cut off, so long as your second echelon is able to continue the work of reopening supplies to your own units, and carrying forward. Airdropped supplies to your spearheads should help with keeping the first echelon resupplied if they were temporarily cutoff during the Soviet player's turn. It really is a battle of nerves, and you just need to commit the necessary mass to win it.
Most of my complaint about his dislodging of a single panzer division is sour grapes. CF said basically what you said regarding the multiple attacks were forced on him by the way Air HQs are organized.ORIGINAL: JAMiAM
With respect to the tactic of launching multiple small attacks to budge a unit, I say "bring it on!" I love it when a Soviet player tries to use these tactics. Why? Because they are counterproductive. On the air attacks, there may very well be a reason that so many 'small' attacks are made and that is that the Soviet air C&C sucks early game, and very few aircraft are committed each flight. The attacks could be from different air armies in range, and he is simply acting out of desperation trying to get anyone who can fly within range to do so. As far as the ground attacks go, like I said...counterproductive.
ORIGINAL: JAMiAM
When a player launches multiple 'soak-off' attacks in this game system, it does cause some small disruption and damage to the defender. However, it does not significantly reduce the defensive strength. This is due to a couple of reasons. First, there is a hard cap on the CV reduction to the defender's strength to prevent supply drainage having an exploitive effect during the enemy turn. IIRC, it is a 25% cap.
ORIGINAL: JAMiAM
Secondly, and in my opinion, the more important effect is on the two sides morale. The failed attacks each will generally result in a morale loss for the attacker, and a morale gain for the defender. Depending on actual casualties caused, you may very well end up making the defender *stronger* with each failed attack. This is even more critical for the Soviets, since their Guards unit promotions are based on having more victories than defeats. Each defeat for these attacking units puts them that much further away from qualifying for Guard status.
ORIGINAL: JAMiAMWhat's the vital semantic distinction between the two following sentences?ORIGINAL: heliodorus04
Now, it’s possible I’m as bad a player as I thought when I started out this AAR, but really, I’ve made small mistakes, but this is overall my best advance ever. And yet it’s still not enough that CF feels he has anything to worry about. He seems supremely confident that all is perfectly under control for him. I see that too. I’ve failed, because...(edit)
You failed because you got outplayed by a competent opponent.
You're failing because you're getting outplayed by a competent opponent.
That's right, a sense of the game being a foregone conclusion. That is, you've failed, because you already given up. You have lost the battle of wills. In my opinion, this is always the primary objective in playing a game against an opponent. Break his will, and you will win. Of course, doing that within the framework of the particular game, and the scenario at hand is where all the thought goes, the scheming takes place, etc. Don't think that such a 'cutthroat' approach to gaming can't exist in a friendly atmosphere. It can. It's just a 'friendly antagonism'.
Just remember you haven't lost until you give up. Like the Devo song goes, it takes a Triumph of the Will!*
* Also, some old Nazi propaganda film, but Devo is less inflammatory...[;)]

but it is this knife's edge type of play that you have to excel at, in order to make it as a successful Axis player.
But when I think of the small number of armaments I have disabled, I can't help but wonder if I ever had a chance.
This is the one where my Soviet opponent ran for 12 turns
There IS a problem with morale in this game, that again favors the Soviet, but I'm not getting in to that right here - I think a few others have spoken to it elsewhere eloquently.
(although I'm REALLY going to be a banshee on the costs of re-assigning Soviet divisions. It should be the same for Germany as the Soviet, so either make it more expensive for the Soviet, or preferably much cheaper for the German, which would give them a lot of help they need with over-burdened armies and army groups. Is that so goddamn much to ask to better reflect operational agility as seen in the actual war?
but it is this knife's edge type of play that you have to excel at, in order to make it as a successful Axis player.