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Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Mon Nov 28, 2022 3:02 am
by 56ajax
I am not sure why there is a need for such a tight encirclement as per the screenshot. I can understand the need to protect rail lines and break out points but a total surround? This will unnecessairly raise attrition losses.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Mon Nov 28, 2022 1:39 pm
by DeletedUser1769703214
56ajax wrote: Mon Nov 28, 2022 3:02 am
I am not sure why there is a need for such a tight encirclement as per the screenshot. I can understand the need to protect rail lines and break out points but a total surround? This will unnecessairly raise attrition losses.
I am sure it will raise attrition losses. It is my calling card turn 1. The reader is free to use or not use any part of the step-by-step guide at their own pearl. From the sounds of it I think you, 56ajax, could write a much much much better turn 1 write up. You have a great deal of information that the readers on the forum could use. You are not holding back on us are you?
Thank you for the post, as always it is a pleasure.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Tue Nov 29, 2022 2:16 am
by 56ajax
Thats very kind. HLYA, you are the master/author and it is so much easier to respond rather than create. In this game you are always learning something new, thats why it is a great game. (I think I am getting it re routing.)
For the Axis there are number of minor tweeks that can be done like limiting combat attrition but at the end of the day, when the Soviet Steam roller gets going does it matter?
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Tue Nov 29, 2022 2:33 am
by DeletedUser1769703214
56ajax wrote: Tue Nov 29, 2022 2:16 am
Thats very kind. HLYA, you are the master/author and it is so much easier to respond rather than create. In this game you are always learning something new, thats why it is a great game. (I think I am getting it re routing.)
For the Axis there are number of minor tweeks that can be done like limiting combat attrition but at the end of the day, when the Soviet Steam roller gets going does it matter?
I am no master, truth be told I am the worst player there is, I make plenty of mistakes and fall into many pits learning the hard way. But I get back up and go at it again. I try to give what little bit of knowledge I have for all to try. I love it when further information is added, such as what you did, for all to benefit. The game is about all of us who love and enjoy WITE.
Thank you much!
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Tue Nov 29, 2022 2:36 am
by DeletedUser1769703214
Oh, all will laugh shortly when my moves as a Soviet player in the GC come out in an AAR. Try not to laugh too hard

Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Tue Nov 29, 2022 6:30 am
by 56ajax
HardLuckYetAgain wrote: Tue Nov 29, 2022 2:36 am
Oh, all will laugh shortly when my moves as a Soviet player in the GC come out in an AAR. Try not to laugh too hard
Looking forward to it. I dunno about laughing but I am sure the will be some 'brave moves' and even 'very brave moves'. I dont know where people get the time to play and make an AAR. Always informative,
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Thu Dec 01, 2022 1:13 am
by 56ajax
I have finished the combat phase and have all the re assignments left.
It was an absolute hoot. Great fun. Learnt heaps.
Probably close to 95% turned out as predicted. Where it didnt was due to the following :
1. Operator error. I moved the wrong EFFing unit.
2. Shatters turned out to be retreats/routs, routs turned out to be retreats, and vice versa.
3. Combat delays - some unexpected took away an MP or two which left me just short.
Will do some more 'deep thunking' and come back with some observations and questions.
Cheers
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Thu Dec 01, 2022 9:06 am
by Jango32
If those have occurred in the south then it's likely the RNG scenario start setup for Southwestern Front units' morale and TOE strengths.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Fri Dec 02, 2022 10:06 am
by 56ajax
What is the trick or rules for the RADs to do their work. ? One of them didnt leave the HQ.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Fri Dec 02, 2022 1:06 pm
by Jango32
No FBD nearby or on the hex with the FBD, they can't deploy next to an enemy unit, they can only deploy next to a functional railway hex (connected and disconnected from the network are both valid), the deployment hex must be within the HQ's hex command limit. This is all checked only once before RADs are sent out - meaning that you can't have RADs repair a continuous line of broken railway hexes if there aren't any fixed railway hexes neighbouring them, only 1 will be deployed on that line. Romanian railway repair SUs cannot deploy above the line where no Axis minor can cross. And I think they must also be able to grab enough freight to convert into repair work.
That's pretty much it. Sometimes there is odd behaviour that makes it so not all RADs deploy but I have found no explanation for it thus far.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Fri Dec 02, 2022 3:27 pm
by DeletedUser1769703214
Jango32 wrote: Fri Dec 02, 2022 1:06 pm
No FBD nearby or on the hex with the FBD, they can't deploy next to an enemy unit, they can only deploy next to a functional railway hex (connected and disconnected from the network are both valid), the deployment hex must be within the HQ's hex command limit. This is all checked only once before RADs are sent out - meaning that you can't have RADs repair a continuous line of broken railway hexes if there aren't any fixed railway hexes neighbouring them, only 1 will be deployed on that line. Romanian railway repair SUs cannot deploy above the line where no Axis minor can cross. And I think they must also be able to grab enough freight to convert into repair work.
That's pretty much it. Sometimes there is odd behaviour that makes it so not all RADs deploy but I have found no explanation for it thus far.
@RAD SU's deploying - If you look at this picture you can clearly see that a RAD SU deployed next to two Soviet units that had been forced to surrender. (this picture if after the fact) So maybe this was an anomaly of this deployment of the RAD SU?

- rad SU deployment.png (601.89 KiB) Viewed 1955 times
56Ajax showed the same anomaly in his picture here.

- Screenshot 2022-12-02 at 10.20.20 AM.png (792.38 KiB) Viewed 1955 times
So maybe the program knows these Soviet units are depleted and will send next to an enemy unit? So the question remains if it will send next to an enemy unit or not which you are probably correct on an unready Soviet unit or fully functional. I don't know for sure but we do have two anomalies here.
@ RAD SU's not deploying I have seen in my observations that if supply is low in the HQ and the HQ has more than three RAD SU's not all of the SU's will deploy. I have experimented with this with different HQs with differentiating supply in the HQ's and that seems to be the case but totally still on the fence on what it could be.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Fri Dec 02, 2022 3:27 pm
by DeletedUser1769703214
56ajax wrote: Fri Dec 02, 2022 10:06 am
What is the trick or rules for the RADs to do their work. ? One of them didnt leave the HQ.
Do you have a snapshot of this?
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Fri Dec 02, 2022 3:51 pm
by Jango32
They counted as depleted and thus the RADs could spawn next to them. You can move HQs next to depleted units too for example.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Sat Dec 03, 2022 1:13 am
by 56ajax
Jango32 wrote: Fri Dec 02, 2022 1:06 pm
No FBD nearby or on the hex with the FBD, they can't deploy next to an enemy unit, they can only deploy next to a functional railway hex (connected and disconnected from the network are both valid), the deployment hex must be within the HQ's hex command limit. This is all checked only once before RADs are sent out - meaning that you can't have RADs repair a continuous line of broken railway hexes if there aren't any fixed railway hexes neighbouring them, only 1 will be deployed on that line. Romanian railway repair SUs cannot deploy above the line where no Axis minor can cross. And I think they must also be able to grab enough freight to convert into repair work.
That's pretty much it. Sometimes there is odd behaviour that makes it so not all RADs deploy but I have found no explanation for it thus far.
Thanks very much. I will check my HQ placement in reference to the above.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Sat Dec 03, 2022 2:35 am
by 56ajax
HardLuckYetAgain wrote: Fri Dec 02, 2022 3:27 pm
56ajax wrote: Fri Dec 02, 2022 10:06 am
What is the trick or rules for the RADs to do their work. ? One of them didnt leave the HQ.
Do you have a snapshot of this?
All good. There was an FBD lurking nearby. Once I kicked it up the line both RADs deployed.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Sat Dec 03, 2022 4:27 am
by 56ajax
@HLYA - Ventspils.
IMO this point is a major 'AI Cheat Point' and perhaps it is best to take it on T1. (Or do a Naval Patrol?)
(On T2 the I/45th fortified battalion has disappeared into thin air and does not appear on the destroyed units list. The 22nd NKVD and the 202 Mechanised have un routed themselves and also vanished. I know the AI is given extra MPs and if the case they should have broken out to the South East and not gone via via helicopter/fast ferry.)
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Sat Dec 03, 2022 1:04 pm
by DeletedUser1769703214
56ajax wrote: Sat Dec 03, 2022 4:27 am
@HLYA - Ventspils.
IMO this point is a major 'AI Cheat Point' and perhaps it is best to take it on T1. (Or do a Naval Patrol?)
(On T2 the I/45th fortified battalion has disappeared into thin air and does not appear on the destroyed units list. The 22nd NKVD and the 202 Mechanised have un routed themselves and also vanished. I know the AI is given extra MPs and if the case they should have broken out to the South East and not gone via via helicopter/fast ferry.)
I can't speak to playing the AI since I rarely do so. As for Ventspils it is totally up to the player with the majority going for Ventspils either by land or by Air. What I have endeavored to do is capture all of the Soviet Divs to the SW into a pocket on the coast and depending on what 22nd NKVD does I will either take Ventspils, if 22nd NKVD retreats west from Riga, or not take Ventspils, 22nd NKVD retreats east or northeast. But you never know with the randomness in the game.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Sun Dec 04, 2022 2:08 am
by 56ajax
@HLYA - in the opening campaign setup, in terms of ratings some of the Axis commanders are terrible and some of the better ones are under utilised. I cannot see any direct attempt to aleviate this situation. There are many unit re assignments but these appear to be due to command capacity and range. Or have i missed the devil in the detail?
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Mon Dec 05, 2022 1:45 am
by DekeFentle
Thank you for this thread HLYA. Gave me some great ideas, here's what I ended up with. (Center pocket is secure, no motorization)

- South Pocket.JPG (262.25 KiB) Viewed 1799 times
Still have HQ moves to complete and I'm happy with the results.
Re: HLYA GC Step-by-Step German turn 1 featuring the Full Rovno pocket
Posted: Mon Dec 05, 2022 3:29 am
by DeletedUser1769703214
56ajax wrote: Sun Dec 04, 2022 2:08 am
@HLYA - in the opening campaign setup, in terms of ratings some of the Axis commanders are terrible and some of the better ones are under utilised. I cannot see any direct attempt to aleviate this situation. There are many unit re assignments but these appear to be due to command capacity and range. Or have i missed the devil in the detail?
Sorry, I did not go into detail of my thinking on this. I rarely change leaders the 1st 10ish turns. Yes, I do change leaders on occasion based on who I play or situations at hand. But to me there are more than ample good German leaders on the playing map to start with. What Soviets are you fighting the first 4-5 turns with Inf Division anyway? A 6 Inf leader Corps will blow away any Soviet in the way anyway.
Having said that I do prioritize leaders starting turn two. I will take at a minimum for Inf Corps a 6 inf and 6 admin, then for the final stat in the group of 3 is high morale rating leader for Corps HQ's in that order is my preference. Of course many have their own preference and that is good but this is mine(although there is another factor I do put in but not saying here at this time to keep this simple. I can say, if you are diligent and really want to know, it was a post by Joel after consulting with Gary on how the two stats work together. I abide by it religiously even though I was doing it before but that post cemented it for me permently! If interested to know what Joel wrote you could search Joels posts for it. Although you may not find it if it is on the BETA forum, which I am pretty sure it
is not on BETA forums. When you think you found it just PM me and I will let you know if that is the one or not. Happy hunting because if you read Joel's post you will be enlightened with great info on and in the game).
After you do this you will end up with the extra Corps HQ's with a 5 inf rating and low admin rating Corps leaders. These are the Corps HQ's that eventually become my RAD SU flippers or leaders for the Rumanian Divisions.
As for PZ Corps HQ's I pretty much only replace one before turn 10 keeping all the rest.
This In a nutshell is what I do and keeping it simple.