Expanded Allied Air HQ

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kentkroeckel
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Kent Response France

Post by kentkroeckel »

German Supply in France

Mr. Liquid Sky has given us another wonderful response on how he tackles Germany tactics. I will respond to each element. Again, thank you Mr. Liquid Sky.

Mr. Liquid introduction to us:
When the game starts, as the Germans, I will spend admin points every turn on several very important missions.

Mr. Liquid Sky first point:
1st. Transferring flak to the Ruhr. There is a lot of 'surplus' flak units spread all over Germany guarding things such as ports or minor factory hexes. I move all that to the city hexes of the Ruhr. The bigger Flak units are more expensive, so I usually move them later.

Kent first Response:
I believe most seasoned players would agree with you Mr. Liquid Sky on point 1. All of German strategic targets should have as near a 9 / 9 flak level. For those not familiar, the first nine represents low altitude (12,000 feet) and the second nine represents high altitude (25,000 feet). Bombers can be set from one thousand feet to realistically, thirty-seven thousand feet. There is a mid range for reconnaissance which is an altitude of 18,000 feet. I do not believe though that flak is represented as a separate number in this category. Of course any piece that has sufficient altitude does engage. One exception is flak that is one hex away from flight path. They are not able to engage if aircraft are below 10,000 feet.


Mr. Liquid Sky second point:
2nd. Building airfields. Since there are hexes that are going to be protected by flak anyways, I build airfields on them. Every location in the ruhr with a factory gets an airfield. Maxed out to level 3.

Kent second Response:
Metalist has done well playing Germany and does much of what you are describing in point 2. Metalist has had most active airfields in France with substantial flak. Allied strategic and tactical bombing hexes have flak and an airbase. Some players do not add air bases to main Axis cities and strategic sites but I do that too, as you also Mr. Liquid Sky. However, I do not go to level three, as I am usually am spreading out the Luftwaffe among many cities and sites. Just a level one is fine for me.


Mr. Liquid Sky third point:
3rd. Building depots. Every railyard hex gets a depot as a start. Others if it makes sense positionally. All depots changed to level 4. This is why I feel the 'paradrop' strategy of trying to destroy my supply is fruitless for the allies. By mid 1944 I should have a full depot practically everywhere in France. The idea is that a unit within 3 hexes doesn't need trucks to get supply and I assure you that trucks are the achilles heel of the German logistical system. By the time spring 1944 rolls around, the Ruhr is packed with lots of AA. Each hex a level 3 airfield stacked with German fighters. Every city in France a depot which is full of supply. If one depot is cut off from Germany, another will be nearby that isn't.

Kent third Response:
If I understand correctly, you place depots nearest the contact line at level four priority; as the manual recommends. This is good. Your comment continues by saying how Germany should add several depots in France and I am sure you include Italy. The manual would confirm this, as one should have the shortest line from unit to supply source. When playing either side I also follow the manual advice by trying to have a depots for every active air base. I want to only see white (rail) and blue (naval) lines when displaying areas behind contact line. Red lines means trucks are being used. No reason for this in England and Mediterranean.

Part B:
Your comment on the use of airborne units being ‘futile’ I feel is inaccurate. Each challenge is different to some degree, even by same players. With your setup and style of play, perhaps airborne attacks on logistics would not be fruitful. But then maybe in another area there would be a weakness. Or maybe some hexes would not have garrison units to prevent drops. Just saying, different styles can create a new challenge.

Part C:
You mentioned playing during Covid but a newer version of WitW came out in, I think 2020. I believe that is when German naval air was given an increase in effectiveness. You may not have seen its full potential as of late Mr. Liquid Sky. Germany can really reduce Allied naval capacity if fully committed by Luftwaffe.

Part D:
The German truck deficiency you often reference Mr. Liquid Sky is a subject I am not qualified to discuss. Metalist has delved into this top at length, as you have. Both have done great research. I just keep it simple. As your last line in point three states; ‘Do not have units trace supply more than they have to’. Five hexes should be the max and whichever side I play I too build as many depots as possible. In that we are in agreement, as the manual would support this goal too.


Mr. Liquid Sky fourth point:
4th. Disbanding units. Germans cannot be shy about disbanding. Some units are better for their components. For example their are a number of motorized SS brigades that show up with a thousand or more trucks. I disband them so the trucks are used for general logistics. Crappy LW divisions. Some of them I scrap for the manpower. Fort lines in useless places such as the alps between Germany and Italy.

Kent fourth response:
Disbanding units is a sensitive subject. Some players feel it should never be done. I myself do disband units when playing either side. Causes are warranted when gain can outweigh permanent loss.

Example as Allied player in current game: Allies needed one more attack but an armored division was stacked with two unready brigades. I disbanded them so that two more divisions could stack up and attack. This sacrifice made a difference in taking a hex row in Italy.

Scrapping fortifications can be a yes or no; as it depends on how game is going. One thing I am surprised at, is how few German players take advantage of inner Italian hexes. Instead of the four point administrative cost for a fortification, they only cost one. I like to place at least forty for blocking Allied advance.


Mr. Liquid Sky conclusion for WitW letter:
This is not to say that this is an 'I win' strategy for the Germans. I find that because of constant Allied interdiction attacks, my trucks will attrit away to the point that it effects the combat ability of my mechanized units. But at least my units should have enough supply to defend.
kentkroeckel
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Turn 94

Post by kentkroeckel »

April 14, 1945.

Victory Points: For turn -24 and game total is -686.

Weather for map in skies is light rain. Ground is light mud with water level 6. The game will finish under bad conditions.

During German air phase the Luftwaffe lost 139 while Allies lost 52. During Allied phase and ground operations the Luftwaffe lost 296 while Allies lost 661.

Total air losses: Germany lost 435 while Allies lost 713. A difference of 278. Below is picture of Allied air phase. German air phase does not show.
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Ground losses were heavy, as usual. Germany lost 32,714 soldiers while Allies lost 25,448. Below is chart.
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Next picture shows the linking of southern France with main France invasion. This completes main link up of France. Of course rail is far behind and would take until July to be repaired.
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Final picture shows Italy. Germany was beaten along western coast so will be forced to withdraw a couple hexes. The attacks to link up with airborne division has also been achieved this turn. In total, Germany will probibly withdraw a couple hexes in Italy. This pretty much ends mountain fighting in northern Italy. But this does not remove fighting in general.
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kentkroeckel
Posts: 576
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Turn 94

Post by kentkroeckel »

April 14, 1945.

the Battle Locator Mode (BLM) is not working, as usual. This is for ground display but air display does work.

the main Mediterranean French port of Marseilles was attacked again, along with continuing assistance of naval support. It is also isolated. the fortification went from 5 to 4 to 3 down to 2.78. A substantial reduction, and will fall next turn. The fortification is low enough, along with isolation, so the task force will remain next to port.
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Next part is a painted picture of the eastern coastline for Italy. Allies battled for the port of Rimini. Did not take it this turn but next turn it should be captured. Further north Allies have the port of Chioggia. The airborne unit in the city of Bologna is secured. All of this would seem to force Axis units to withdraw from this area. Logistics have been cut. Maybe Germany will fall back to main Italian river of PO. At least along eastern coastline.
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I wanted to explain a very minuscule rule that I just used to help in the Italian campaign. When an airborne unit lands (drops) on an airbase, a bonus can be used. Any hex around that drop zone can have another airborne unit drop but the action is considered just transportation between bases. I needed to place a unit along path of airborne unit so it would not be isolated next turn. No ground unit could reach next to the city of Bologna. What I did was air transfer the Polish airborne brigade. There is no airbase on landing hex but that is okay if the hex next to it was taken by an airborne unit and had an airbase.

Third picture shows how Free French are trying to isolate pocket of Germans along Mediterranean. This could force Axis units to withdraw up into and along mountain range between Italy and France. Allies are trying to link up Italian line with French line.
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the last picture shows German invasion next to Denmark. Allied units have cut Denmark off from German control. Allies hope for an uprising. Allied units attacked the armor division there and reduced it a bit. Allied units are also moving from the port city of Kiel, in hopes of cutting more German logistics near Denmark. Allies would like to establish a new front there.
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kentkroeckel
Posts: 576
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Turn 95

Post by kentkroeckel »

April 21, 1945.

Victory points: For turn -34 and game total is -720.

Weather over map is not good. Northern France and England is under heavy rain. That makes heavy mud on the ground. Water levels 6-7.

Southern France and Italy is under regular rain. Light mud for ground with a water levels of 5-6.

Next week is going to be the same. Heavy rain.

Axis lost 101 aircraft and Allies lost 24. Below is chart.
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Next chart is after Allied ground combat. Losses were 199 for Germany while Allies lost 198. Totals were 300 for Luftwaffe while Allies lost 222. Surprisingly, an advantage for Allies of 78.
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Germany lost 27,479 soldiers during Allied phase while Allies lost 20,879.
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Last picture is of lost units for turn 95.
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kentkroeckel
Posts: 576
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Le Havre port and Invasion

Post by kentkroeckel »

April 21, 1945.

The attack was important for Allies. Establish a stronger foothold across river along with a supply source. Finally, connect to invasion beach. Move towards Paris.

First attack. Fortification reduced. 5 to 4 to 3. Attacking in heavy rain and mud is terrible but most of the months it seems to be; except summer. Air is not helpful in this case. Losses were equal for each side and relatively small.
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Second attack: Germany lost only half of Allies but losses were still small. One air and no artillery present. This is from weather. Fortification went from 3 to 2.
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Third attack: Air units from both sides participated. Allied artillery decided to help out again. Maybe a break in the clouds. Ha. Garrison surrenders.
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Final picture is of an invasion of Denmark; in heavy rain. Allies are desperate! the town of Esbjerg.
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kentkroeckel
Posts: 576
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Turn 95 Mediterranean

Post by kentkroeckel »

April 212, 1945.
The battle locator mode is working and I believe I know why. I reduced air missions due to weather and I believe that there is a max number of actions the BLM can handle. If Allies keep under the threshold it will work. Just my thought on it.

Marseilles was taken this turn which really opens up southern France for supply. A nice garrison surrender too.
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Next picture shows the capture of Port Nice. It went from a three fortification to surrender. Almost nine hundred soldiers gave up. Allies are now attacking from it along with the temporary port to force axis units to withdraw from coastline. Ports are in blue and attack hexes are in red.
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the Italian contact line had many battles but too many to show. What I do want to show is the direction the Allies are trying to advance. I made that in red with routed units in yellow. There are still several axis units that are weakened despite not being routed. I put the black arrow showing what I believe will be the German retreat.
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The final picture brings this all together. Germany attacked the the Polish air brigade that did a special air drop. Axis failed so Allies were able to put pressure on Axis units. The one failed Axis attack really forces Germany to give up on Eastern Italian coastline. Look how Allies are coming down from the port of Chioggia, circled in red. Air drops could encircle Axis units.
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kentkroeckel
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Turn 95 French Line

Post by kentkroeckel »

April 21, 1945.

I wanted to show the French contact line now that it has moved further east in lower sections. Near coast and along Paris it has not moved much at all. Heavy rain and mud make that impossible.

First picture of coastline and Paris:
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Below Paris: Not much movement due to much Axis mechanized units and rivers.
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Vichy area: Here there has been movement due to small Axis units and logistical challenges for Germany. Weather also switches to just rain and light mud with 5-6 water level. Great conditions in this challenge. Ha.
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Final picture shows how Allies are moving north and east in France. Germany made a little contact line in both directions but neither side held up. Additionally, partisans opened up hexes east and north of Germany units so they could get isolated soon. I think Metalist will pull back from area.
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kentkroeckel
Posts: 576
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Turn 96 Eastern Front

Post by kentkroeckel »

April 28, 1945.

I wanted to show the status of the Eastern front and in particular the advance of Russia. Waiting until turn 97 would be difficult becasue there is no turn 97. Game will end at the end of this turn. However, the Russians will capture one hex of Berlin. Not all of it but just one hex. (Not accurate!) The line will advance to Vienna too. So I want to show the error.

I have traced where the historical line was, dividing the Allies and Soviets; the agreed to separation. Russia did occupy their area in early May but WitW does not show the advance accurately. This I believe is a failure on designers since city hexes should have been shown in correct sequence.

I have circled the historical geographical points and then connected the historical line. That is why there are circles and lines to create the historical Russian advance. I an sure there are a few errors in my line but it does show the point of how different the historical advance is from WitW. I also want to add that there was very little left of German forces facing the Russian juggernaut. This will be important later in my following comments.


I have six pictures that are set similarly in reference to map. Meaning, the east and west directions are close to the same. Here are the first four.

One: Coastline.
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Two: Berlin.
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Three: Dresden.
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Four: Vienna.
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kentkroeckel
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Turn 96 Eastern Front 2

Post by kentkroeckel »

April 28, 1945.

Picture 5: South of Vienna.
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Picture 6: Russian line to Yugoslavia.
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RedBunny
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Re: Turn 96 Eastern Front

Post by RedBunny »

In WitW isn't the Soviet advance influenced by how well the German player garrisons the Eastern Front Theater Box? If the German player loads it up the Soviet advance will be behind historical.

Could this have happened in your game?
kentkroeckel
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Turn 96 Eastern Front Response

Post by kentkroeckel »

Hello and thank you for your comment Mr. Red Bunny. The short answer to your comment is (no). This challenge was played with East Front Control (EFC) set for off. meaning, the Soviet Union advance is connected to historical advancement. Or so it should have been.

Even when the EFC is set on for this option, the eastern front still will only have one hex of Berlin taken. Meaning, the advance pictured in Metalist and Kent challenge is the outcome on final turn of any game. There will be a few variances but it will be close. I think in the 1945 campaign game Vienna falls two weeks before end of scenario. Seems like that is what I remember. I will take a closeup of Vienna to show how it is now on week 96 or another way to say it; April 28, 1945. I will do the same around Berlin. Notice how Russia has not even crossed the Oder River near Berlin.

First picture is closeup of Vienna. It is circled in yellow with red line of Russian advance.
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Second picture is of Berlin. Three hexes in yellow are Berlin with name of Oder River in green.
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The third picture is of Berlin on top and Dresden below. Oder river is lined in green as it goes to Hungry.
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Last edited by kentkroeckel on Wed May 20, 2026 4:57 am, edited 5 times in total.
RedBunny
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Re: Turn 96 Eastern Front Response

Post by RedBunny »

kentkroeckel wrote: Wed May 20, 2026 4:34 am Hello and thank you for your comment Mr. Red Bunny. The short answer to your comment is (no). This challenge was played with East Front Control (EFC) set for off. meaning, the Soviet Union advance is connected to historical advancement. Or so it should have been.

Even when the EFC is set on for this option, the eastern front still will only have one hex of Berlin taken. Meaning, the advance pictured in Metalist and Kent challenge is the outcome on final turn of any game. There will be a few variances but it will be close. I think in the 1945 campaign game Vienna falls two weeks before end of scenario. Seems like that is what I remember. I will take a closeup of Vienna to show how it is now on week 96 or another way to say it; April 28, 1945. I will do the same around Berlin. Notice how Russia has not even crossed the Oder River.
Ah, I see. Sorry about that. Really liking your AAR!
kentkroeckel
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Turn 96 German phase

Post by kentkroeckel »

April 28, 1945.

Germany did one attack in Italy. The Polish air brigade had to retreat. I also highlighted in green the hexes Germany has withdrawn from.
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Air phase is below for Axis. They lost 82 while Allies lost 26.
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Weather is bad; heavy rain and mud over France with rain and light mud over Italy..

Victory points for turn were -30 and game total is -750. This will be a minor victory for Germany (Metalist).


Allied air Phase: Germany lost 211 while Allies lost 179. Totals are 293 for Axis while Allies lost 205. A rare advance for Allies of 88.
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Wanted to show rail situation for Allies on turn 96. This is of southern France.
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kentkroeckel
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Turn 96 Allied phase

Post by kentkroeckel »

April 28, 1945.

This first picture shows an Italian fortification surrendering without losses. It summarizes the Allies' effort.
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Next picture is of Italy.
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Below is picture of German units that are isolated. They would be able to correct this next turn but movement would be limited and they would probability be trapped. This is near Lyon French region.
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The main French line is unchanged. heavy mud and high water level makes attacks useless.
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kentkroeckel
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Turn 97 Conlusion

Post by kentkroeckel »

May 5, 1945.


This is end of game so there is no action just results. The Soviets do advance in this final phase but that is all that happens. However, I did want to show where the final line is. First correction is that Soviets have two rather than one hex of Berlin. One is still not shown captured. All of this is circled in blue.

Red line shows where Soviets were historically on the separation line. Circled in yellow is points on line.

Picture one: Coastline.
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Picture two: Berlin.
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Picture three: Dresden area.
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Picture four: Vienna. It is circled in blue.
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kentkroeckel
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Turn 97 Conlusion

Post by kentkroeckel »

May 5, 1945.


Picture 5: This is area south of Vienna. Notice how large of an area this is. Should be Russian control.
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Picture 6: This shows where separation line connects to Yugoslavia.
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Next picture is of Italian main contact line.
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Final picture shows where Allies were moving up around Lyon region of France. I highlighted German units that were isolated; Circled in black.
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Metalist
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Re: Expanded Allied Air HQ

Post by Metalist »

I'd like to thank Kent for both the fun game and excellent AAR. Here are some screenshots that might be useful for reference purposes:

Victory points:
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Final OOB:
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Ground losses:
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Air losses:
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Metalist
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Re: Expanded Allied Air HQ

Post by Metalist »

Impressive performance by Me 262A-1a. Note that they arrive pretty late.
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AFV production numbers. Note the high amount of Panthers and Panzer IVs in the pool. For the last 10 turn or so Allies did not perform any strategic bombing but overall in the game the German industry was in a good shape. Never felt any shortage of AFVs when I sent Panzer divisions to refit. I think expanded allied air hqs actually worked more for Axis side as high number of air missions meant less aircraft for each of them hence less effectiveness.
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Another annoying aspect of the game. Despite actively using them in interdiction missions, see the tactical bomber pools. In one of the previous patches, they were limited to tactical bomber air groups and can't be used in fighter bomber wings, but now they are produced for nothing.
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kentkroeckel
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Allied summary of game

Post by kentkroeckel »

A great thank you to Metalist for a wonderful game. He demonstrated excellent control of Axis resources. I was distracted with another AAR so was delayed in response but am happy for it because now I can add to Mr Metalist's wonderful comments.

1 point: Metalist is correct. Additionally, expanded Allied Headquarters scenario was not used correctly by me. Point was to maximize the missions but this seemed to be noneffective. Minimal damage on targets allows all of them to repair quickly. Heavy damage on a few locations requires repairs over time. The reason is that only a limited amount of repair can happen at a location. My thought was that enough damage could happen at numerous locations. Complete strategic failure on my part.

Additionally, Metalist's excellent skill on use of flak was superb. This contributed to large losses on Allied strategic bombers. Axis air bases had depots on them. This is the way it should be and both of us did this.

2 point: Allies put too much emphasis on air ground attack. Because of the additional air missions less protection was available for escort duty. Not much of choice though since Allied air units cannot be broken down. This left many missions flying without any escort.

3 Point: I think this is the biggest factor. Metalist pounded Allied naval resources with maximum Axis air naval assault in 1943-1944. He was able to reduce amphibious transport to 125. this alone makes Europe invasion limited. It took months to get units across the Channel.

4 point: As the Allied player I wanted to see the physical attacks rather than the abstract. Meaning, with so many air missions I attacked several ground hexes, looking for destruction of Axis units from the air. Or at least reduced enough so that they would crumble when attacked by ground units. Therefore, air attacks against rail and depots were not conducted often. I cannot say for sure if this would have helped much but I do know that ground attacks did not have much of an impact. On this matter, I also attacked a broad amount of hexes rather than concentrating efforts. Poor decision. I overestimated the effect of level bombers on a long line of hexes. And often during bad weather.

5 Point: Distractions of Italian islands: I am presently playing a 1943-1945 campaign game and have placed all emphasis on securing Sicily. Sardinia and Corsica do not matter, even if fortified by Germany. Once Italy surrenders, they will fall easily. Needless to say, in the match with Metalist I did not do this and many Allied naval resources were lost because of this. My belief. Of course leaving Sardinia does provide Axis with an effectivie air mission launching platform. However, shortening the time in taking Sicily is still going to be the better outcome. Especially if the German player is going all out on Allied naval assets.

6 Point: Metalist conserved his units. Very few attacks and minimal movent of units. this frustrated the Allied player, (Kent) (Me) ha; because rarely was there an opportunity to exploit. So I must mention again of how well (Mr. Metalist) [he hates it when I call him Mr] did in using the strengths of the German player.

There are many more points I could make but the main point is, and as Metalist stated, additional air missions for the Allies is not really beneficial as one would think!
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Seminole
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Re: Expanded Allied Air HQ

Post by Seminole »

kentkroeckel wrote: Sat May 30, 2026 6:13 pm 5 Point: Distractions of Italian islands: I am presently playing a 1943-1945 campaign game and have placed all emphasis on securing Sicily. Sardinia and Corsica do not matter, even if fortified by Germany. Once Italy surrenders, they will fall easily.
If deliberately defended by the Axis player I don't think the islands of Corsica and Sardinia will fall easily.

In our first match you didn't realize until after the Italian surrender that the islands would not be 'free', and your first invasion as consequence didn't show up until the middle of September (in Sardinia) and you resigned shortly after.

In our rematch you launched a 3 hex invasion of Sardinia on turn 3 because you knew my strategy from our first match, and still the islands (including Sicily!) weren't cleared until October. And then you faced the burden of trying to get those units out of Corsican ports, which took several more weeks, and consumes troop transports.

I think the island defense throws a significant wrench in Allied timetables and invasion scheduling.
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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