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RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Fri Nov 25, 2011 8:29 am
by BletchleyGeek
ORIGINAL: Pelton
Many will say I am wrong, but many said I was wrong 20 turns ago when I said gids would win a major victory easly.
gids will still win a major victory, it will only take him 30ish turns to rebreak the German army. We have all seen it done in more then one game.
I doubt that gids will be able to cross the Vistula before Summer 1945. That would be a Minor Victory for the Axis (unless Tarhunnas right flank collapses and the Red Army gets into the Balkans).
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Fri Nov 25, 2011 9:48 am
by karonagames
Holding Finland will also help - Helsinki is worth a few VPs - haven't seen much action from up there lately.
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Fri Nov 25, 2011 11:21 am
by Peltonx
ORIGINAL: Bletchley_Geek
ORIGINAL: Pelton
Many will say I am wrong, but many said I was wrong 20 turns ago when I said gids would win a major victory easly.
gids will still win a major victory, it will only take him 30ish turns to rebreak the German army. We have all seen it done in more then one game.
I doubt that gids will be able to cross the Vistula before Summer 1945. That would be a Minor Victory for the Axis (unless Tarhunnas right flank collapses and the Red Army gets into the Balkans).
That is the point breaking the German army. Tarhunnas and myself have both alrdy played games into late 43 when the German army breaks and the Russian army can advance 4 to 6 hexes per turn easly.
Berlin is only 70 to 85 hexes from most of the front.
The German army is basicly broken now, the armament point hot fix will help get allot of the german units up over ant statis for 20 to 30 turns and then it be below 2.5 million again.
So its turn 152 by turn 180 to 190 it will be broken again. So say over the next 30 turns gids advances 20 hexes and thats being nice. SHC will only be 50 hexes from Berlin with 30 turns left.
Tarhunnas will not have anyways near 142 VP's IF he can hang onto Berlin.
Tarhunnas problem is the infantry units moral is in the tank so more armament points is not going to bring up moral.
Eh?? Maybe Gids will not even get to the Reich, and that IS a great victory for Tarhunnas on my book (I don't care at all about the VPs).
gids will get to Reich NP. I am thinking not many poeple have played games when the German army breaks. The Russians can advance much more quickly then you think with allot of forse. A bunch of German ant divisions is not going to slow it down. The only thing that might save Tarhunnas is logistics of russian army. I really dont know much about it but it seem hvyly over rated compared to historical russian advances in WW2. They could advance a hundred miles or so then had to stop to supply the horde. That doesn't seem to be an issue with wite.
We all know the VP system is a joke and basicly ignore it.
Pelton
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Fri Nov 25, 2011 12:03 pm
by karonagames
I really dont know much about it but it seem hvyly over rated compared to historical russian advances in WW2.
Just wait until the soviets start abusing HQ build ups like they have been taught by certain Axis players! They should be able to advance 50 hexes in 3 turns!
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Fri Nov 25, 2011 4:34 pm
by Tarhunnas
Turn 155. June 1 1944. Clear in the south.
Production. The manpower pool seems to be draining fast... Soon I will have a manpower problem, which feels better historically.

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Fri Nov 25, 2011 4:37 pm
by Tarhunnas
In the south, the withdrawal behind the Dnepr is complete.

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Fri Nov 25, 2011 4:40 pm
by Tarhunnas
Combat values look respectable. I think we will be able to hold the river here.

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Sat Nov 26, 2011 3:55 pm
by Tarhunnas
Turn 157. June 8 1944. Clear.
The Soviets pushed across the Dnepr much easier than I had expected and established a bridgehead south of Dnepropetrovsk! This is worrying. I will have to consider a counterattack.

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Sat Nov 26, 2011 5:12 pm
by gingerbread
Could you see how much of total raw attacker CV that was contributed by non-artillery SU's in the cross river assaults? I have started a thread in the tech forum regarding this.
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Sat Nov 26, 2011 6:10 pm
by Tarhunnas
ORIGINAL: gingerbread
Could you see how much of total raw attacker CV that was contributed by non-artillery SU's in the cross river assaults? I have started a thread in the tech forum regarding this.
I have posted a screenshot of the attack in your thread in the tech support forum.
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Sun Nov 27, 2011 7:01 pm
by Tarhunnas
Turn 158. June 15 1944.
The Soviet summer offensive is picking up steam. Heavy attacks in the central sector of the front.

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Sun Nov 27, 2011 7:02 pm
by Tarhunnas
As usual, some German units are surrounded, but freeing them will not be a big problem.

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Sun Nov 27, 2011 7:04 pm
by Tarhunnas
And again the Red hordes are surging across the Dnepr!

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Sun Nov 27, 2011 7:14 pm
by Peltonx
Your troop numbers on the rise?
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Mon Nov 28, 2011 5:18 pm
by Tarhunnas
ORIGINAL: Pelton
Your troop numbers on the rise?
I think so. They are up 300k men in the field since my last OOB, but that was turn 135. I must admit I haven't checked too closely since receiveing the ARM booster shot. Also note losses this turn from Counterattcks savaging the Soviet spearheads, but still they come...

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Mon Nov 28, 2011 5:19 pm
by Tarhunnas
Production turn 158. The manpower pool is almost drained. No more playing cards in the barracks waiting for a rifle!

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Mon Nov 28, 2011 5:47 pm
by Tarhunnas
With tremendous efforts most of the Soviet formations are thrown back across the river suffering substantial losses. But one bridgehead remains. Counterattacking tank corps is one thing but with guards rifle corps it is just no idea to attempt it. Map after Axis moves.

RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Wed Nov 30, 2011 12:43 am
by IdahoNYer
Just caught up on your AAR. Excellent campaign! Hang on - as long as the German panzers can still counterattack, all is not lost! ....at least that's what keeps me going in my PBEM. Looks like we're both about to get pounding in the summer of '44.
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Wed Nov 30, 2011 12:54 am
by bigbaba
you are in a much better position idaho. lets say the red army will be at the dnjepr in summer 44 in your game. by then you will have a strong level 3-4 fort behind the river with an intact army (espacialy your panzertruppen) and maybe you can prevent a crossing until blizzard. if so you have enough time to dig another ostwall behind the dnjepr line to fall back there in spring 45.
even then its winter 44 and you still have hunderts of miles of space to give up until he is in poland. and you play much much better then hitler did in the ostfront.
RE: 1.04 The Wolf and the Bear (no Gids)
Posted: Wed Nov 30, 2011 12:58 am
by Q-Ball
I have been following both Tarhunnas's game and Idahos. I agree that Idaho is in a better position. Not sure the whole reason, though Scar made a ton of mistakes early, and really didn't, IMO, fully exploit Red Army potential. But I have to respect anyone who sticks with it for so long, kudos to all of you!
Tarhunnas I think has done well, despite the handicaps. My esteemed former opponent is a skilled player with the Germans, and has outplayed gids for the most part, IMO. As I said, though, kudos to both for sticking it out.