Page 14 of 15
RE: Turn 200
Posted: Sun Dec 20, 2015 1:16 pm
by Peltonx
400,000 armaments in pool and no manpower.
Here is a closer look at the front line units before my moves I need to reorganize my Corp. back to 3 in front and 2 divisions 2 deep behind them and then whatever in the next 4 hexes deep.
Its Mud so ignore the first CV#.

RE: Turn 200
Posted: Sun Dec 20, 2015 1:18 pm
by Peltonx
Greater Germany +

RE: Turn 200
Posted: Sun Dec 20, 2015 1:22 pm
by Peltonx
Loses

RE: Turn 200
Posted: Sun Dec 20, 2015 1:24 pm
by Peltonx
Air

RE: Turn 200
Posted: Sun Dec 20, 2015 1:30 pm
by Peltonx
I have managed to keep loses light, because I was able to gain far more land then historical, trucks, men and industry.
So it took longer for Dave to go on the offensive and I simply traded space for time until 1945. Which put 250,000 men and 1 million armaments in the pools by September 43.
I probably could have fought forward more, but there was a huge risk one good pocket and my Army would tank.
Under the old campaign system its impossible to hold enough VP's to get a minor win - so no reward for the risk
Which is why I only play to The Bitter End. Morveal/D-man did a great job. It gives both sides a reason to fight.
I have 5000 planes, but I have had all squads in reserve as of November 42. Huge savings in all areas, but with morveals changes to the air game I will not being doing this in the future.
I wish WitW air system would give some point to the LW. German LB/TaC bombers are usless now and it gives a much larger payoff simply resting them and never using them-then disbanding them once allies land in France.
11k tanks is because of light fighting and hexes to Berlin strategy. Dave simply could hardly ever attack more then 20 times per turn as I retreated east.
Now once I do stand my ground its rows and rows of forts and 80+ CV in front with RR's and if they do retreat its row after row of 80+ cv's

RE: Turn 200
Posted: Sun Dec 20, 2015 3:15 pm
by Steelwarrior7
Great AAR thanks for all the details - where do you send your FBDs along during the campaign (starting where - moving to where)? The German OOB is constantly overloaded - more CPs used than available - how do you deal with it? Do you replace leaders - and how many - do you build fortifications for Winter 41?
Just like to learn from the best German player ;-D
RE: Turn 200
Posted: Sun Dec 20, 2015 3:53 pm
by STEF78
At this stage of the war, your defensive CV are trully impressive!
RE: Turn 200
Posted: Mon Dec 21, 2015 2:02 pm
by Peltonx
ORIGINAL: Steelwarrior7
Great AAR thanks for all the details - where do you send your FBDs along during the campaign
(starting where - moving to where)?
RR;
FDB-1 turn one gets on rail and heads for Romania.
Turn 2 it can RR starting in hex 67,102 or hex if Russia is blocking 60,95 then head for 67,98 then to 74,101 then to D-town 100,94 from there to Stalino area.
FBD-3 turn 1 rails to 47,46 gets of rails and repairs hex 47,45 then FBD-4 RR up that line 51,44. Turn 2 FDB-4 RR the next 3 hexes and then FBD-3 RR the swamp then FDB-4 RR the line headed for Riga then to Poskv then hex 80,30 It then heads south to link up with FBD-2. Once they link up its free to go where needed generally towards Moscow.
Then FBD-3 RR the line headed for 65,43 then on to Smolensk then 96,54 and turns south to link up with southern front.
FBD-2 heads for Vilnius then turns north to hex 65,43. At this pt it assists FBD-3 then turns north and links up with FBD-4. Once it has linked with FBD-4 it is railed to the south on FDB-1 line. It RR starting at hex 91,92 and heads for Kharkov then to Orel to link up with FBD-3.
Why the loops? Its next to impossible for partisans to cut lines because there is 2 ways or more to get supplies to the front. I also put 5-7 con units in OKH and AGN,AGS,AGC and move units to areas I want linked up like Kiev,
Nikolaev and hex 71,35
The German OOB is constantly overloaded - more CPs used than available - how do you deal with it?
I over load armies, but not Corp as needed
Do you replace leaders - and how many - do you build fortifications for Winter 41?
I replace leaders as needed north to south, FZ's I might build in the south near Stalino only if I have advances far past it and can retreat to them for a Jan stop line.
Just like to learn from the best German player ;-D
RE: Turn 200
Posted: Mon Dec 21, 2015 2:10 pm
by Steelwarrior7
Great man - would you like to be more specific on leaders - I guess Model for the Leningrad grind is obvious - but what else?
RE: Turn 200
Posted: Mon Dec 21, 2015 7:12 pm
by sillyflower
There have been quite a few discussions on which leader traits are the most important, and at which HQ level, and priorities can change. Eg initiative is most useful at triggering reserve activation. Morvael who knows the engine better than the rest of us goes for morale in high level HQs - see the 'rodina struggle' AAR
RE: Turn 200
Posted: Mon Dec 21, 2015 9:14 pm
by Peltonx
ORIGINAL: Steelwarrior7
Great man - would you like to be more specific on leaders - I guess Model for the Leningrad grind is obvious - but what else?
Should have best possible moral leaders in
OKA morale + admin Kluge
AGH/AGC/AGS morale + admin
Army's I go Int + mech for 1st 2nd and 4th PG's the 3rd PG I change over to and infantry army.
Then I work north to south changing infantry armys. I also try and set up 16th Army with all 85+ morale divisions, pioneers and
siege guns. They are for taking cities and cracking lines in 42, if possible they stay safe in cities during blizzard.
RE: Turn 200
Posted: Tue Dec 22, 2015 7:05 am
by Steelwarrior7
Thanks again - lots of helpful stuff ;-D
RE: Turn 200
Posted: Tue Dec 22, 2015 8:14 am
by Peltonx
ORIGINAL: Steelwarrior7
Thanks again - lots of helpful stuff ;-D
I have posted about every question 5 times at least so I started a question and answer file.
RE: Turn 200
Posted: Tue Dec 22, 2015 8:45 am
by morvael
Forum search is not as easy to use as Google
Admin is affected by range to HQ, so only morale at the OKH/AGs level gives real bonuses all over the map, and the other skills while still important (every little 0.1% more to pass a test counts in the long run), work only for the area nearer the HQ unit (that's why I keep mine closer to the front in the important spots).
Priority of changes for me:
1) change OKH leader, as it's quite cheap and helps all units immediately, to Kluge (game should select and promote Model to 4th Army)
2) fix corps level commands
- fix overloads ASAP
- replace leaders below 5.0 average skill (6.0 for Panzer Corps)
- decouple infantry units from Panzer Corps
- assign all OKH/AG/Army level reserve divisions and brigades to corps
3) support units
- reassign SUs from corps that have many of them (some start with 20+ SUs and some with 0), I like a balanced approach so I try to have similar loadout of every command, with Panzer Corps getting more than Infantry Corps (mainly second Pioneer, two Nebelwerfers and different AA, while better-led infantry gets Stugs and Panzerjagers).
- move most of construction units, especially those with O.T. or Road in name to O.K.H. and Army Groups, so they could repair rail
4) look at armies and army groups overload and leaders
It is possible not to overload any army/corps commands, with a setup of 3/4 corps per army (12 infantry divs each) and one corps of 3-4 infantry attached to Panzer Groups 2, 3 and 4.
RE: Turn 200
Posted: Tue Dec 22, 2015 10:46 am
by 821Bobo
- move most of construction units, especially those with O.T. or Road in name to O.K.H. and Army Groups, so they could repair rail
Is there any difference except the name between O.T., Road repair and Construction battalion? If I recall TOE is the same.
RE: Turn 200
Posted: Tue Dec 22, 2015 11:21 am
by morvael
Straight from the game: Units with "R.A.D.", "O.T." or "RR Construction" in their name are better at repairing rail.
RE: Turn 200
Posted: Tue Dec 22, 2015 4:14 pm
by Steelwarrior7
Thanks again ;-D Been reading for hours through the forums, but many things are just not very concrete or from much older game versions - some up tp date Q&As for beginners would be great ;-D
RE: Turn 200
Posted: Tue Dec 22, 2015 7:18 pm
by Peltonx
ORIGINAL: Steelwarrior7
Thanks again ;-D Been reading for hours through the forums, but many things are just not very concrete or from much older game versions - some up tp date Q&As for beginners would be great ;-D
If your looking at Germany all the readings pts ect ect mean nothing of your opening sucks.
Your first 7 turns are key and so does your list of stuff for a game,
The Bitter End
Server game
Locked HQ Support
Full FOW
House Rules:
No Para drops
No bombing of air bases more than 3 times a turn (after turn 1)
No bombing of HQ's unless stacked with a ground unit
No naval invasions before November 1941, none outside the 1939 Soviet borders before January 1943
In addition if Sevastopol is either isolated, or in German hands, none west of the Crimea,
which reflects the scope for air/naval interdiction not really reflected in the game.
30 day rule = no turns in 30 days by one player the other wins by default.
New Patches will be used as soon as possible.
Additional Auto VC:
If the Axis player holds
Leningrad, Moscow, Voronezh and Rostov concurrently at any time in 1941 he wins
an Auto Victory. No need to waste any ones time as we all know the end results based on past games if these cities fall in 1941.
Optional Rules Setup:
Mild Blizzard Rules
Non-Random Weather
No 1-1 = 2-1
Allot of what morveal does is for grinding and what I do for pushing east as far as possible.
I was all push at one time, but now more a grinder as logistics get chopped off

RE: Turn 200
Posted: Wed Dec 23, 2015 12:41 pm
by morvael
Bitter End is supposed to be played to, well, bitter end. [:D]
RE: Turn 200
Posted: Wed Dec 23, 2015 12:53 pm
by Steelwarrior7
Thanks guys - lots of helpful stuff ;-D
Bitter end for whom though ;-D