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RE: TURN4
Posted: Fri Dec 10, 2010 9:18 am
by Arstavidios
In the South rampaging panzers entered en empty Kiev.
Massive soviet reinforcements are one the way.

RE: TURN4
Posted: Fri Dec 10, 2010 9:24 am
by Arstavidios
In the south AGS is pushing towards Odessa and the Dnepr while axis allies start arriving.

RE: TURN4
Posted: Fri Dec 10, 2010 9:31 am
by Arstavidios
Losses keep mounting mainly through the destruction of encircled soviet units.
Most German losses are suffered during the soviet turn.
49 soviet units including 7 armoured divisions and 4 motorised divisions were destroyed. Mainly in the South.

RE: TURN4
Posted: Fri Dec 10, 2010 9:37 am
by Arstavidios
The soviet army stays big, though tank numbers keep falling

RE: TURN4
Posted: Fri Dec 10, 2010 10:36 am
by ComradeP
So far I'm playing on normal. The AI shows a tendency to leave citiies undefended.
The programmers have been trying to fix that for months, but the results can still be less than satisfactory. The AI doesn't really know how to deal with deep movements by mobile units, so it probably wasn't expecting Kiev to be attacked this turn.
RE: TURN4
Posted: Fri Dec 10, 2010 10:47 am
by karonagames
Upping the SU AI Morale setting to 110% will give GAIA bonus units that will enable her to cover the front line with units that will slow down breakthroughs. If she can't cover the front line she is Dead.
RE: TURN4
Posted: Fri Dec 10, 2010 11:14 am
by Arstavidios
That's what I'm experiencing.
Some blobs of soviet units that can get disrupted and cut off.
It's Still early in the war so it's not that bad.
I did put everything at 100% I'll leave the Axis at 100% and put the AI at 110%.
This should help. So far soviet losses are heavy but not crippling.
RE: TURN4
Posted: Fri Dec 10, 2010 11:16 am
by Arstavidios
also fog of war is on for both the soviets and the axis.
Would you recommend turning it off for the AI?
RE: TURN4
Posted: Fri Dec 10, 2010 11:16 am
by karonagames
My "Field Marshal Noob" AAR was played at 100/110, and I think it turned out pretty well.
RE: TURN4
Posted: Fri Dec 10, 2010 6:30 pm
by Arstavidios
Turn 5
Large envelopments all along the front.
The AI managed to reopen one of the pockets as my encircling ring is rather loose.
Axis is set to 100 soviet 110 and 120 for admin.
Those large encirclements are fun to make, but Takes an awfull amount of Human CPU time.
Now my processors are overheating and I have an awful headache.
In the north, the Soviets have withdrawn for the finish boder.
My troop keep advancing. Talin was ecacuated. I did the same when playing GMT AGN.

so that's fine with me.

TURN5
Posted: Fri Dec 10, 2010 6:49 pm
by Arstavidios
In the centre the southern end of the southernmost pocket was reopened.

RE: TURN5
Posted: Fri Dec 10, 2010 6:58 pm
by Arstavidios
In the south the pockets were not reopened
All in all about 100 on map units traps from Nort to south. Many soviet airfields were displaced so high aircraft losses too. So far about 200 soviet units have been destroyed

RE: TURN5
Posted: Fri Dec 10, 2010 7:02 pm
by Arstavidios
Losses are mounting

RE: TURN5
Posted: Fri Dec 10, 2010 7:10 pm
by randallw
There's a bunch of routed Soviet units that ran all the way back to Kursk?
RE: TURN5
Posted: Fri Dec 10, 2010 7:14 pm
by Arstavidios
Yet the red army maintains its numbers.
So basically a loss a 300 000 men a week merely prevents the red army from growing.
a few turns of mud ond a couple million men will pop up. This is going to be long and painfull.
I'm also using my panzers in a much reckless way. allowing me to cut off large amounts of troops.
Against a human player this would most probably result in many nasty surprises
Tank losses have been especially heavy as the AI tennds to leave a lot of them in the front line redy to be cut off. I would expect a human player to keep them safely behind to lauch counter attacks on the encircling forces and allow troop to escape.
This turn's pockets might make a dent on the endless hordes of undead soviets craving for Hitlerite brains to feed on

RE: TURN5
Posted: Fri Dec 10, 2010 7:18 pm
by Arstavidios
Well troops went down 150 000 and tanks went down 1500 and planes down about 100 so it was not bad.
This is the worst periode por the Soviet unions with troops being destroyed pretty much as fast as they get into the field.
RE: TURN5
Posted: Fri Dec 10, 2010 7:29 pm
by ComradeP
There's a bunch of routed Soviet units that ran all the way back to Kursk?
Maybe their HQ is over there, or the AI railed them there. The AI has some issues with keeping higher level HQ's at logical distances from the front.
-
Nice going thus far Arstavidios.
RE: TURN4
Posted: Fri Dec 10, 2010 8:32 pm
by hgilmer3
ORIGINAL: Arstavidios
also fog of war is on for both the soviets and the axis.
Would you recommend turning it off for the AI?
Someone can correct me if I'm wrong, but I thought I read it was always off for AI.
RE: TURN5
Posted: Fri Dec 10, 2010 8:45 pm
by Arstavidios
Panzers are getting low on fuel now.
so it's going to get more complicated.
There were 400 000 men trapped in the pockets.
I'm trying to close the leaky pocket again but with armour low on fuel it not easy.
Time to consolidate and bring supplies and reinforcements. Hopefully the soviet AI will bring more troops in so that I won't have to run after them.
If the soviets retreat faster than my railheads advance the red zombie hordes will fill again. I guess I've reached the low point of the red army as those grand scale sweeping envelopments are going to be increasingly diffucult.
There was little armour in the last pockets.
The initial panzer rush was a lot of fun though.
I suspect a human opponent would have done better, But I'm missing many opportunities as I'm still struggling with the rules, especially supply.
I'll try to put the Germans in as good a situation as possible before bad weather then take the soviets and see how it's like.
TURNS 6-7
Posted: Sat Dec 11, 2010 1:33 pm
by Arstavidios
In the North AGC keeps pushing towards Leningrad.
The city could probably be taken within a couple of months.
The Fins are advancing without much opposition. A few laggards were rounded up an a couple units that have nit retreated behind the stop line are being attacked.
In the centre massive pocket clearing in turn 6 and 7 were the leaky pocket was sealed and closed.
I'm getting low on supplies and I need to reorganise a bit. so probably a couple of turns with direct frontal attacks but little advance, to prepare for the next big panzer push.
In the South many troops were encircled and the Dnepr is being crossed without much opposition. No coherent defensive line left. Small groups of soviet units are encircled and destroyed. Lack of fuel is slowing me more than soviet opposition. Soviet numbers have fallen sharply after these large encirclements.
A large portion of my infantry is still trying to catch up and has not seen action so far. I've also recieved some reinforcement but they need to catch up with the front. So I'm progressively reorganising things.
Infantry divisions in Panzer groups is not a good idea IMO, so I'm moving them to the infantry armies.
Also doing some manual reading.
Behind the lines railheads advance slowly. 2 or 3 hexes a turn is about all I can get except in the North
