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Kent Response France

Posted: Sun May 10, 2026 3:32 am
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.

Turn 94

Posted: Fri May 15, 2026 5:50 pm
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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Turn 94

Posted: Fri May 15, 2026 6:00 pm
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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