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RE: Turn 8
Posted: Wed Aug 31, 2011 11:25 pm
by Don77
G'day, reference your fortified zones 'disappearing'.
I have found (not sure if this is the same issue) if you build FZ on a turn, and they end the same turn alone and adjacent to enemy units, they disband. I think (fairly) that this replicates them not being properly formed?
Don
RE: Turn 8
Posted: Thu Sep 01, 2011 12:31 am
by larryfulkerson
ORIGINAL: Don77
G'day, reference your fortified zones 'disappearing'.
I have found (not sure if this is the same issue) if you build FZ on a turn, and they end the same turn alone and adjacent to enemy units, they disband. I think (fairly) that this replicates them not being properly formed?
Don
I think what's going on is that when the forts are first formed they are just a shell with no men yet. So if an enemy unit creeps up adjacent the "un-manned" fort is considered lost and is disbanded by the AI. That's my understanding. Go ahead and create a fort and see what the TOE says it's got from the get go.
RE: Turn 8
Posted: Thu Sep 01, 2011 6:38 am
by KenchiSulla
Thanks for the replies... I won't be doing that again! I am not sure if it will matter in the end but I could have used those 2 rifle divisions on the southern border of town.
I guess it is more realistic to have a few rifle divisions hugging the finnish army up there.
Turn 9 soviet attacks
Posted: Tue Sep 06, 2011 5:57 pm
by KenchiSulla
Before I start my regular AAR routine, good news from the front! At several places along the Leningrad and Novgorod fronts soviet infantry supported by the red airforce and tanks manage to beat back motorised elements and several infantry regiments. Minor victories but good for (my) morale!

Turn 9
Posted: Tue Sep 06, 2011 6:15 pm
by KenchiSulla
Northern front, 550.000 men, 5500 guns, 850 tanks and 800 aircraft
Northwestern front, 500.000 men, 6000 guns 900 tanks and 250 aircraft

Turn 9
Posted: Tue Sep 06, 2011 6:24 pm
by KenchiSulla
Industrial area and capital under serious threat!

Turn 9
Posted: Tue Sep 06, 2011 6:31 pm
by KenchiSulla
Race for the industry of the south...

RE: Turn 9
Posted: Tue Sep 06, 2011 9:46 pm
by CarnageINC
May i make a suggestion CF, could you put the turn or date somewhere for the maps, it difficult to tell just what turn it is.[;)]
RE: Turn 9
Posted: Tue Sep 06, 2011 9:49 pm
by CarnageINC
I just notice that you have the heading marking the turns....sorry mate didn't see that.[:D]
RE: Turn 9
Posted: Wed Sep 07, 2011 12:15 am
by Peltonx
How much arm and hvy pts have you lost so far?
RE: Turn 9
Posted: Wed Sep 07, 2011 4:04 am
by KenchiSulla
Perhaps 13 or 14 arms and about the same in heavy industry.
RE: Turn 9
Posted: Wed Sep 07, 2011 8:30 am
by Peltonx
Not bad so far
Turn 10 (updated to 1.05.18)
Posted: Fri Sep 16, 2011 5:27 pm
by KenchiSulla
This game is awesome isn't it?
Anyway, turn 10.. I will let my screenshot speak for itself.
Lost industry so far:
Heavy industry 15
Armaments 11
Some heavy industry is pocketed and will be lost soon.

Turn 10 logistics
Posted: Fri Sep 16, 2011 5:33 pm
by KenchiSulla
The manpower and arms situation with a lot of rifle divisions coming online within the next few turns.

Turn 11
Posted: Tue Sep 20, 2011 6:24 pm
by KenchiSulla
Turn 11 is done.. Helio took some rest and I expect a major push in center and south next turn. Leningrad under huge pressure. If I can hold out for 3 more turns it would be a small miracle and exactly long enough to keep the bulk of german support units in the North.
11 Arms and 18 heavy industry lost with a further 6 heavy industry locked in Leningrad.. So far so good!

Turn 11 vehicle situation
Posted: Tue Sep 20, 2011 7:01 pm
by KenchiSulla
Happy gaining vehicle days are over... We are now depending on Lend lease and our own crap production capacity

RE: Turn 11 vehicle situation
Posted: Wed Sep 21, 2011 1:02 am
by Peltonx
Wow looks like he will get Moscow and Leningrad. You got nothing in the south also, huge blow.
Going to take a huge manpower hit, not that it matters.
Very easy to evac production, your going to lose much less then historical. Another example of the rail system needing to get hit with nerf bat.
Good job evacing production, not so good holding ground.
Not sure with new rule how bad off your are, but based on history I say its a disaster if you lose all those citys.
Pelton
RE: Turn 11 vehicle situation
Posted: Wed Sep 21, 2011 3:44 am
by KenchiSulla
ORIGINAL: Pelton
Good job evacing production, not so good holding ground.
Not sure with new rule how bad off your are, but based on history I say its a disaster if you lose all those citys.
Pelton
I lost some good units in the first 2 turns. After that the constant pressure forces you to fall back and Helio has not much trouble keeping one or two Panzer corps in supply all the time. Threatening flanks does not matter as a few infantry divisions can beat of most soviet efforts. In hindsight I probably should have kept a few good rifle divisions at hand to smash his spearheads whenever I had the chance.. We will see what happens but I think, even if Moscow falls, Helio's position in winter will not be all that great looking at the southern part (Southern Dnepr and Crimea)..
One part of your reply I don't understand. Based on history? Leningrad and Moscow never fell and it is impossible to say what would have been the effect.
Turn 12
Posted: Sun Oct 02, 2011 7:18 am
by KenchiSulla
The war continues (slowly).. Due to real life commitments the game has slowed down a bit.
Helios bomber fleet suffered heavy losses due to some beta bugs and something that might need a bit of attention.
At the moment is very easy for the soviets to commit planes to fights. They have a few decent (level 6) air leaders and you can simply empty the air commands with bad leaders with only a few AP. Leningrad is an area that is very suitable as the front is quite narrow. Currently I have 9 airbases attached to Leningrad Air command with around 800 planes (700 fighter). I get 80-120 planes up in intercepts during air defense meaning outswarmed axis escorts and a lot of downed bombers.
Note that I am still NOT shooting down a lot of fighters but... who cares? Those are not the ones dropping bombs on your troops.
Combined with some bugs I got a couple of 70+ experience and 80 morale regiments (this means approaching axis pilot quality..). Fighter type doesn't really matter as the top regiments involve I-153, I-16 type fighters as well! This leads me to believe that plane quality is only one minor factor in the air war.. Leadership, command and control ,experience and getting through to the bombers are the decisive factors for the VVS at the moment!
Turn 12
Posted: Sun Oct 02, 2011 7:22 am
by KenchiSulla
Northwestern front gets portions of troops cutof trying to pressure Helio into a reaction.. He uses his (armoured) reserves to good effect. I'll try to extract via route Velikie Luki (north of it)
