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RE: turn 6

Posted: Fri Mar 27, 2015 10:07 am
by larryfulkerson
ORIGINAL: sPzAbt653
Inquiring minds want to know more about this solution you have in the works. Sounds intriguing. Sounds mysterious.
lol. I'm going to remove the Light Rifle Squads and use the Rifle Squad[r]'s as the first line with 155/75 at start. 80 SMG's will still start arriving in 1942, but I'll add 0/100 Rifle Squads. The Squad(r)'s will have a high rate of replacement to ensure quick re-generation, the Rifle and SMG Squads will have lower rate so that units that stay out of combat will grow strong. So, units can go from 155/75, 0/100, 0/80 to 75/75, 100/100, 80/80. Sound good ?
Sounds like a plan. I like it. Sounds like it would work. I have a different question now. What's the idea behind having
two different kinds of RR engineer? Are they all that different? What's the -RR mean?

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RE: turn 6

Posted: Fri Mar 27, 2015 10:50 am
by Cmdr_Vessery
As long as we are on the topic of RR repair. What was the idea behind using 3 units in game, and having additional "random" rail repair. Which by the way, always seems to repair a line that is of not much use to me as a player..

So, I'm asking what would the possibilities be to having 6 RR units instead of 3 units and 3 random repairs?

Cheers.

RE: turn 6

Posted: Fri Mar 27, 2015 12:43 pm
by larryfulkerson
ORIGINAL: Cmdr_Vessery
As long as we are on the topic of RR repair. What was the idea behind using 3 units in game, and having additional "random" rail repair. Which by the way, always seems to repair a line that is of not much use to me as a player..

So, I'm asking what would the possibilities be to having 6 RR units instead of 3 units and 3 random repairs?
I asked Steve about maybe having more than the three working RR engineers and he said that 3 was historical. Unless I
misunderstood something. So I'm pretty sure Steve has thought about it.

RE: turn 6

Posted: Fri Mar 27, 2015 12:45 pm
by sPzAbt653
What's the idea behind having two different kinds of RR engineer?

We are using the Equipment file from D21. That scenario used the Rail Repair - RR movement only units [remember those ?]. I didn't use them for this scenario because they seemed to cause confusion and dissension among the ranks.

So, they are not used, but still there.

RE: turn 6

Posted: Fri Mar 27, 2015 12:49 pm
by sPzAbt653
What was the idea behind using 3 units in game, and having additional "random" rail repair. Which by the way, always seems to repair a line that is of not much use to me as a player..

Just to aggravate you like Hitler used to aggravate Halder and Brausitsche. [:)]

Technically speaking, we ran extensive tests with rail repair back in the day of D21, and found this combination to give the most historical results. So while we all want the rail lines to advance more the way we would like, tough nuggy's. [:'(]

RE: turn 6

Posted: Fri Mar 27, 2015 12:49 pm
by larryfulkerson
Here's the front lines in T8. It looks like I misjudged the troop deployment. I need more troops in the north and it looks
like there's a bit too many in the south. I'll rail some of them north to make it look better. Well, okay it's not just to make
it look better. They really are needed in the north.

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RE: turn 6

Posted: Fri Mar 27, 2015 12:52 pm
by Cmdr_Vessery
ORIGINAL: sPzAbt653
What was the idea behind using 3 units in game, and having additional "random" rail repair. Which by the way, always seems to repair a line that is of not much use to me as a player..

Just to aggravate you like Hitler used to aggravate Halder and Brausitsche. [:)]

Technically speaking, we ran extensive tests with rail repair back in the day of D21, and found this combination to give the most historical results. So while we all want the rail lines to advance more the way we would like, tough nuggy's. [:'(]


Damn "Random" repair... lol

RE: turn 8

Posted: Fri Mar 27, 2015 1:11 pm
by larryfulkerson
Did I show you the T8 face of Leningrad yet? I've got groups I'm fighting but between them I've managed to force my way up the
road to Leningrad and I've made a significant way forward so far. I want to capture Leningrad but I also want to destroy as many
Soviet units as possible. I'm trying to figure out a way to do both at the same time here.

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RE: turn 8

Posted: Fri Mar 27, 2015 1:19 pm
by larryfulkerson
I lucked out and captured a bridge across the river. I mean the bridge is busted and I'll have to repair it of course but at least I
forced a river crossing and got one. It's just SE of Kiev too which is convienent. I'm going to have to run an engineer over there
to repair that bridge most ricky tick.

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RE: turn 8

Posted: Fri Mar 27, 2015 1:38 pm
by larryfulkerson
This is just a little bit later in T8 after I've moved some units to take advantage of the breech across the river. I've found some
engineers to put to work and some troops to thrust across the river and into the Soviet backfield. I've got more troops yet
headed this way to expand and solidify the toehold.

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RE: turn 8

Posted: Fri Mar 27, 2015 1:41 pm
by larryfulkerson
This is the T8 Odessa area. The Soviets front line crumbled and folded and now they are getting surrounded and destroyed.
I'm planning on Sevastopol next.

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RE: turn 8

Posted: Fri Mar 27, 2015 1:56 pm
by larryfulkerson
Have I shown you the air briefing yet for T8? I've moved all the fighters into the zones where the Soviet aircraft are and
it looks like the number of furballs has increased exponentially. And the results are nominal.

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RE: turn 9

Posted: Fri Mar 27, 2015 7:57 pm
by larryfulkerson
Here's the face of Leningrad in T9. I've driven a probe up the middle of the Soviets and have divided them up and I'm trying
to take on each group simultaneously. And take the city. I'm not sure I have enough troops to do all that at the same time.
But we'll try.

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RE: turn 10

Posted: Fri Mar 27, 2015 9:52 pm
by larryfulkerson
Here's what Leningrad looks like in T10. The Soviet group on the left evaporated and now we've pushed north and we're taking
on the first line, last defense group. These are the heavy guns and there's at least 1 Soviet BB that can drive near and lend it's
support, although I've not seen Elmer do that yet. I'm wondering if he knows how to use that BB.

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RE: turn 10

Posted: Fri Mar 27, 2015 10:33 pm
by larryfulkerson
Here's what's happening in the Kiev area. I decided that rather than try to force my way through the city of Kiev with
all the losses that would cause, I'd just sneak up on the city from behind, on the other side of the river. Take advantage
of the river crossing I captured ( I repaired the bridge already ) by pouring forces into the Soviet rear areas across that
bridge. So far we've gotten a good toehold and it's started to expand but more and more Soviet units are showing up
to offer resistance.

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RE: turn 10

Posted: Fri Mar 27, 2015 11:06 pm
by larryfulkerson
Here's the T10 front lines. I've annotated the picture with my comments so there's not a lot to say here but there's only another
6 turns of good weather and supply and I don't think I'm going to make Leningrad mine that soon. Moscow is out of the
question and Stalingrad, the third goal for good things to happen, is so far away it's almost impossible. I should have concentrated
on just one of them at a time maybe.

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RE: turn 10

Posted: Fri Mar 27, 2015 11:46 pm
by larryfulkerson
I stopped the Soviet turn so I could get a glimpse at the losses so far. I've sorted these in descending losses order.

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RE: turn 13

Posted: Sat Mar 28, 2015 5:16 am
by larryfulkerson
Here's what the Leningrad area looks like now. I'm on the verge of getting into the city but I'm up against large stacks of fresh
dug-in troops and my guys are getting tired from the constant fighting. It's iffy.

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RE: turn 13

Posted: Sat Mar 28, 2015 5:23 am
by larryfulkerson
I got curious about the Soviet IL-4 and looked it up. I'm not sure but I think the code name for them was "Bob". One of the better
Soviet bombers. Checkout the range. It could hit almost anywhere on the map with a range like that.

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RE: turn 13

Posted: Sat Mar 28, 2015 5:35 am
by larryfulkerson
Here's what I'm up against in Leningrad the city.

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