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RE: Moscow
Posted: Wed Mar 07, 2018 11:44 pm
by topeverest
cavalry is a trick of the lights. I have built 4 new cav corps recently
Cav corps went down from 15 to 12 (-3)
Guard Cav corps went up from to 12 (+7)
AS far as armor, you are correct I have not built more than was received except for 5 mech corps
The more thorough answer is that as this is the first game I have continued to make greenhorn mistakes.
One of the biggest was burning an entire game year of APs on stupid poop before I built any new units or corps.
Really it was pathetic, putting me behind the 8 ball the entire game, even as I continue to learn about playing Russia.
As of current turn being played 1-20 I have 249 corps total, but I have yet to build more armor or cavalry as discussed above.
Now that I am almost caught up on corps, I plan to build out more armor and cavalry - keeping a watch on my trucks.
I don't know how many armor to build of course. I will have to play by ear and keep eye on trucks.
I also feel a bit better about the Russian wave attacks. I probably don't have them completely right, but even in the winter in the main
attacks I can get 2 hexes deep per turn. In summer I could see three to 4 contested hexes deep per turn.
ORIGINAL: STEF78
Did you disband 3 cav corps? and if so why?
25 tank corps and only 18k AFV, do you lack some types of tanks? Or don't you build tank regiments?
RE: Moscow
Posted: Sat Mar 10, 2018 4:33 pm
by M60A3TTS
ORIGINAL: topeverest
This will be a slog unless I get smart in blitzing.
I don't understand why the Leningrad Air Command has all these bases near Moscow when the corresponding ground units are not near here. That pretty much eliminates ground support.
Not clear in the north how you intend to get through the Finnish defenses in Eastern Karelia without guards rifle and artillery units. Are the defense values very low there?
Turn 136 Jan 20 1944
Posted: Sat Mar 10, 2018 10:09 pm
by topeverest
Trucks 136 (172) 0 / -5
Built 6 cavalry divisions
1. Russian attack success towards the Stalino complex is becoming general. Enemy forces are withering and beginning to rout in material numbers. Broadly successful attacks drive enemy to Stalino's door
2. Seondary attacks due west to Kharkov and Kursk facing fresh, strong troops, but making a hex or so each turn. The main effect here is tying down enemy forces away from the main attacks underway
3. holding attacks continue in the vicinity or Orel, which is 3 hexes distant and still firmly an Axis property
4. Moscow attack focuses on pincing the city, makes 10 miles progress against heavy resistance
5. North of Lake Ladoga grinding attacks continue on the Fins, with one hex taken but not occupied. This is a secondary attack with minimal expectations, though I do expect to get past the Sortavala line by the end of the season
Stalino progress
Posted: Sat Mar 10, 2018 10:11 pm
by topeverest
Here is the stalino progress. I am quite optimistic that those properties will be well inside Russian territory by end of combat season. The goal is to get as close to Dnepproetrovsk as possible by the end of the season.

Moscow
Posted: Sat Mar 10, 2018 10:20 pm
by topeverest
Here heavy grinding attacks - 4 hexes taken and three not taken in turns attack. Effort it to pinch Moscow. The existing fortifications are tough, but now that mostly through those level 3 forts, I hope to be a bit faster

Lake Ladoga
Posted: Sat Mar 10, 2018 10:25 pm
by topeverest
Here is a secondary attack to push into Finland. Almost busted this line last turn. Hope to this turn.

RE: Moscow
Posted: Sat Mar 10, 2018 10:28 pm
by topeverest
Good question.
I had to get some airpower to the Moscow attack and didn't have the AP's to change the Front on them.
The air war in general is doing very well, but your point as always is well taken
Air losses have been hovering around 1 to 1. It probably is what is going best in the war right now despite me sub optimizing it of course
ORIGINAL: M60A3TTS
ORIGINAL: topeverest
This will be a slog unless I get smart in blitzing.
I don't understand why the Leningrad Air Command has all these bases near Moscow when the corresponding ground units are not near here. That pretty much eliminates ground support.
Not clear in the north how you intend to get through the Finnish defenses in Eastern Karelia without guards rifle and artillery units. Are the defense values very low there?

Discussion
Posted: Sat Mar 10, 2018 10:37 pm
by topeverest
I feel like the enemy forces near Stalino near the Sea of Azov are about to break. I am going to put maximum effort to try to crush those units while they are weak - and make as much ground as possible. Depending on the degree of success there I might ship some armor down there to exploit. The next few turns will tell the tale
Air doctrine
Posted: Sat Mar 10, 2018 10:50 pm
by topeverest
Here is a look at air doctrine and recent air combats that were successful in getting enemy planes shot down in large numbers

RE: Air doctrine
Posted: Sat Mar 10, 2018 11:20 pm
by SparkleyTits
You seem to be doing good work at reducing Axis ability to commit ground support efficiently with those bomber losses just try to keep in mind that for your own ground support to work properly both the ground and air HQ's need to be under the same command
EG an air base under command of the Leningrad front will only send ground support to the divisions also under the command of the Leningrad front
If you need to reallocate some of your air arm then try using the reserve option and put it into airbases that can give ground support or if they are all full try reassinging new airbases so their command matches the ground forces nearby
Good luck comrade!
RE: Air doctrine
Posted: Sun Mar 11, 2018 10:59 am
by Telemecus
I assume 0% night fighter means you never intercept at night? If your opponent every realises this he could certainly take advantage. Basically his fighter arm could rest and stay fresh for the Soviet phase - effectively zero fatigue in your turn. And you would have unopposed night bombing needing no escorts everywhere. Including in some cases good industrial targets at extreme long range.
RE: Air doctrine
Posted: Sun Mar 11, 2018 6:19 pm
by topeverest
good point
my opponent hasn't done anything air offensively at night in forever, so I gradually reduced and have been at zero for a time.
I will keep my eyes out.
ORIGINAL: Telemecus
I assume 0% night fighter means you never intercept at night? If your opponent every realises this he could certainly take advantage. Basically his fighter arm could rest and stay fresh for the Soviet phase - effectively zero fatigue in your turn. And you would have unopposed night bombing needing no escorts everywhere. Including in some cases good industrial targets at extreme long range.
Turn 138 February 3 1944
Posted: Fri Mar 16, 2018 6:20 pm
by topeverest
Trucks 139 / 192 (+3/-20)
Heavy fighting along much of the front
1. Russians fix night fighter escort setting
2. Russians bite bullet and build 36 armor brigades with AP's from last front arrival. 2 more cavalry corps also have been built. Worried about trucks impact but there will never be a good time to build the armor
3. General advancing in heavy combat towards Stalino complex and capture Dybaltsevo resources mostly intact. Reach Gorlovka but do not attack it
4. Clear all enemy forces from east side of Oskol river down to junction with Donets.
5. Heavy resistance near Kharkov and make no progress in heavy fighting, but grinding enemy armor / mech down. 3 hexes to Belgorod 5 to Kharkov
6. heavy grinding combat moving towards Orel 2 hexes to the city now
7. Massive combat north and south of Moscow. Enemy counterattacks in the south and takes back 2 hexes. Russian forces in the south press again and make good progress getting west of the city. North of the city, enemy dumps its strength to hold 106.43 adjacent to the northern exit beyond Moscow. They hold. Russians use withering attacks to grind down the hex, knowing it could not be taken in the turn. Russian strength shifts north and captures most of the real estate east of the MV Canal in heavy fighting.
8. North of Lake Ladoga another slog fight is occurring. Partially broke the next defensive line in confined fighting conditions. 1 hex to Sortalava
9. Air war continues at roughly 1 to 1 losses and same trends

A note on morale
Posted: Fri Mar 16, 2018 6:28 pm
by topeverest
I only know what the manual says national morales will move to.
59 / 65 is the best so far of course. But I am curious where it will go - not that I have any control over the matter
Aside - does the armor corps creation morale penalty apply in 1944?
Losses
Posted: Fri Mar 16, 2018 6:29 pm
by topeverest
Combat over the last two turns has been very heavy - and Russian armor was used to help bust 3.1 forts around Moscow. So that means losses have been heavy...
Turn 138 losses

RE: A note on morale
Posted: Fri Mar 16, 2018 6:33 pm
by M60A3TTS
ORIGINAL: topeverest
I only know what the manual says national morales will move to.
59 / 65 is the best so far of course. But I am curious where it will go - not that I have any control over the matter
Aside - does the armor corps creation morale penalty apply in 1944?
It's not a morale penalty, it's an experience penalty of 20% and it does last the entire game.
Overall production
Posted: Fri Mar 16, 2018 6:39 pm
by topeverest
everything looks good here.
Nice to capture 4 resources and have it go immediately active
I also have plenty of manpower and armaments points. HI and resource limited at this point so really interested in the Stalino complex.

resources
Posted: Fri Mar 16, 2018 6:42 pm
by topeverest
Still haven't done the math when resources wont help due to HI maxing out.
Note Yelets and Gorsh... wont be producing any time soon

HI And Resources
Posted: Fri Mar 16, 2018 6:48 pm
by topeverest
SO lets do that HI / Resources maximum math for
my benefit.
I need 1700 tons of resources to make 1700 supplies per HI point...
219 HI factories need 1700 x 219 = 372,300
161 resource factories less damaged = 154
of those 7 points are producing at an effective 4 points (estimate)
Therefore 150 resources producing 1000 per factory = 150,000
AS I expected I saved WAY too many factories. Shoulda gone after the trucks...
Live and learn.

production resets
Posted: Fri Mar 16, 2018 6:57 pm
by topeverest
It sure looks like I should reset my prod settings - and should have long ago.
So I read this that I am blowing 26K tonnes of supply (indirectly resources) making armaments and don't need to.
QUESTION - shouldn't I turn this down permanently, or off for a short time.
I don't see anything about gearing limits on this. I wonder if there are...
