Axis Turn 2
The results of the devastation are in. In total, the Soviets lost 615,000 troops. An additional 150,000 troops are also isolated. The isolated troops include:
a) 23,000 men in a small pocket near Riga with 1 border guard, 3 infantry divisions, and 1 AT brigade. These should all be easy to un-isolate next turn, though ultimately they will be doomed.
b) 34,000 men in a small pocket on the land bridge, 4 infantry divisions and 1 airborne brigade. These I highly doubt will be broken out.
c) 37,000 men in the southern front units that are always doomed if Germany doesn't unlock the southern front. There is also 1 southern front infantry division of 10,000 men which is ZOC locked and doomed in a future turn (again to be expected), so let's call that 47k men. These are 4 infantry divisions, 1 mountaineer, and 2 border guards.
d) But in addition, there are about 73,000 men of the Southwestern Front who are not isolated, but close enough that they will ultimately be doomed (2 mech, 3 airborne, 3 infantry, 2 border guard, 2 tanks).
a) and b) don't actually seem all
that bad as a price for defending forward as aggressively as I did in the north and the center. And c) goes with the territory and there was no way to avoid those regardless of what I did. But d) is worse, and to a large extent probably could have avoided. I would estimate that maybe only 20-30k of those were truly doomed regardless of what I had done.
We can also do some math here to figure out how many of the 615k losses roughly were from the troops pocketed on turn 1, and how many losses I took in combat other than in the turn 1 pockets. Since I have 150k isolated in this turn and 23+34k+37k = 94k of those are from new pockets, that means 150k - 94k = 56k of the troops isolated on the first turn are still isolated. 520k troops were isolated on turn 1, so since 56k troops isolated on turn 1 were still isolated, that means that 520k - 56k = 464k of the total 615k losses I took these turn were from pocketed units. That means the rest of my losses were 615k - 464k = 151k losses from non-pocket combat this turn. That is a pretty significant toll from standing and fighting relatively forward, in particular when you also add in the 23k+34k+73k = 130k who are now either pocketed or doomed. Although of course if I were not losing those troops now, I would lose many of them in subsequent turns when Germany would be able to fight with higher CPP, and not need to rest as much etc.
Only 5 generals were killed, and none of them were good ones. Maybe it would have been different if I had not wasted AP on leader changes to protect the very best leaders, maybe it would not have, we will never know.
Pavlov was also executed.
North:
jubjub managed to find the one place on the riverline that I did not have ZOCed. I only had a depleted AT brigade in the yellow highlighted area, and since it was depleted it would not have had a ZOC, so he could cross more easily. I didn't have quite enough units to be able to stick a non-depleted unit there, and so jubjub would have been able to cross at the blue hex without it costing a lot of extra movement points due to the ZOC. I was hoping that jubjub would not be able to tell from recon that this unit was depleted and so wouldn't realize that he could cross there. This seems to be what enabled the Riga pocket that you can see:
It will be a shame to lose those extra units, but it is really not very many men and it looks like they can re-connect for at least one additional turn quite easily. Overall, it looks like the north is now pretty much 1 full turn behind schedule, as germany can have advanced basically this far on turn 1.
Whereas on turn 1 there were only 2 German units north of the Daugava/Dvina, 6 different motorized/Panzer divisions now crossed. So either jubjub changed his plans to send more units north than he was intending earlier after seeing how forward my defense was and the opportunity to encircle a few units, or else he was being very conservative with his advance to the north on turn 1.
Here is another version of this same screenshot, where I highlighted all the depleted units and battles that were shattered results. You can see there are quite a few depleted + shatters.
Most of the other battle results were routs, with the very occasional retreat. Overall across the whole map, there were 44 routs, 11 shatters, 20 retreats, 3 scouted, and 1 holds. Also 53 surrenders (those would be mostly the turn 1 pocket battles).
Now here is the same thing for the center.
You can see, there are a LOT of depleted units. It seems like the new combat system in the new patch may be resulting in Soviet units not being able to fight at all in the early turns relative to the earlier patches. I could and would fight with unready units, but it is simply not possible (technically) to fight with shattered and depleted units. They can't even function as speed bumps, since they won't even rout, they will just be displaced. One of the hexes even has 3 depleted units on a single hex, and there is also another depleted unit just to the north that I cut out of the screenshot:
All quiet in Gomel/swamps/Kiev:
Sadly, the south was not similar to Gomel/Kiev in that respect:
I had 3 layers of defense, plus the forts as speedbumps ahead of those 3 lines of defense in depth, but 3-4 lines of defense is not enough. If Germany would have advanced just one or two hexes less, I would be able to retreat most units out, but Germany advanced just ever so slightly too far. I could try a counterattack on the 2 regiments in the 5=5 stack, but probably too many of the units outside are depleted, and even if it worked it would probably just end up dooming even more units. I might still try it, will have to look at what is possible when I can see the MP (post air phase):
Initially I thought the issue in the south especially may have been that I was not getting combat delays with the new combat system causing more routs and defeats in hasty attacks with >10 to 1 final CVs. However, jubjub said that in fact most battles were getting combat delays:
Also remember that Germany almost got through my land bridge defense, despite it being 5 layers deep.
So the reason for the minor disaster in the south seems to have been a combination of bombing apparently reducing German MP as much as I had hoped and Germany simply having too many MP. I didn't really want to defend as far forward as I did, but there were a couple of straggler divisions without MP to retreat further that I wanted to try to protect. In retrospect, it looks like that was a mistake.
What I probably should have done is to get whatever units had sufficient MP to the black area and put a couple of speed bumps there. Even if you don't defend at all, pretty much the furthest Germany can reach in one turn from Proskurov is the red area. Meanwhile, the blue circled hex was 9 hexes from the nearest German unit at Proskurov, so any units that could reach there could have been transferred to reserves/theater boxes.
As far as I remember, most or all of the tank units (which are now seemingly doomed) had enough MP to get to the blue hex, but I left them there to try to protect a couple of retreating infantry units. Unfortunately, this is a server game, so I cannot now go back and check, but I think if I had just tried to get everything out that I could have, I would have only had to abandon a couple of divisions to certain destruction. I also had rail capacity to be able to move some more units out by rail, though I am not sure exactly how many that is. I don't think that more than 3-4 units were truly doomed if I had truly just gotten everyone out that I could get out. Many of the units defending there were not retreating at all, but were moved in to try to help defend from the north and east (all of the airborne and probably at least half of the infantry).
But, after I played a game where I totally abandoned the south ("the southern strategy" AAR) against Bread, people said I shouldn't have done that and should have at least tried to put up some sort of delaying defense. So I did try to do that here.
My conclusion is that it is probably better to simply retreat and/or transfer everything possible on turn 1 to theater boxes, at least if the Germany player knows what they are doing like jubjub does. I think I had it pretty close to right in my "southern strategy" game.
However, at least it is not my 60+ morale units that are doomed there, I made sure those got away. There are a couple units with morale a bit above 50, but these are not my really high morale units.
Further to the south in Bessarabia, things went a lot better, and basically as expected. Though it is not good to lose these units in the southern front, there was no possible way to save the ones that I will lose. Meanwhile the extra units that I moved in along the Dnester river (circled in red) accomplished their intended purpose of preventing the Romanain armored division from being able to advance along the blue arrow and link up with the Germans. This also ensured the the two unnits in the yellow highlighted hexes could not be encircled and were routed away:
Another quick look at a little bit of the Baltics after looking at my options there.
Ideally I would like to fight here to at least put up a speed bump, but with 3 of the units there depleted, and 6 German motorized/Panzer divisions having now crossed the Daugava, there is not much real possibility to do so. Again, I can't fight with depleted units, whether I want to or not. The 3 units to the back circled in red are not depleted in part because they had not had a chance to make it to the front, yet so they didn't see combat yet (also applies to the 1=3 security unit). Also, some infantry has pretty much reached the front, and while I would like to put speed bumps against Panzers, there is not much point speed bumping if I will get attacked by infantry rather than Panzers.
Anyway, so of the 5 units with some sort of actual or possible exposure to combat last turn, 3 (60%) are now depleted.
However, Virtsu is 9 hexes from the nearest German unit, and on a connected rail. So any units that can reach that hex (which includes all of the depleted units) can be transferred to reserve/theater boxes. So I guess I will have to do that rather than fight, there is really no choice.