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RE: AGC: Turn 1 Moves

Posted: Fri Feb 11, 2011 5:57 am
by sillyflower
ORIGINAL: 2ndACR

Kick them out of Brest so you can repair rail. Gives you a jump start on repairs. Use the Infantry Corp there and the infantry div north of Brest, deliberate attack an then clear the left overs along the rail.

Getting your rail repairs started early is the key. It will only repair 2-3 hexes first turn, but that is 40-60 miles closer to your lead units.
Personally I don't see any point of reparing rails at BL as there are quicker routes to Minsk and Kiev and to other cities. For me, benefit of clearing it is to get big pocket at Minsk with ACG coming from BL. I would much rather pocket than rout but BL is an exception.

RE: AGC: Turn 1 Moves

Posted: Fri Feb 11, 2011 11:49 pm
by SuluSea
I spent the better part of the day on AGN and AGC, I have a turned saved without the mobile forces moved if someone want's to run some tests.
The armor has no problem getting across the river even with navigating around the routed units in pockets and will be running some tests to try and cut the rail at Minsk and see how far the get if I say heck with the routed units.
Word to the wise I screwed up some with the units out in front of the large pocket and that's why they're scattered about. They'll be positioned much better next go 'round.

I was able to spring the  22 Tank Division at Brest Litovsk into the big pocket at AGC on routing it  and was 3 and 0 while testing how often it would work . I learned a lot running this and have a better plan for all the infantry out in front of the pocket. 46 Panzer Corps wasn't used as I was planning to use that in AGS.

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Hopefully I can upload some saves if anyone is interested, I broke a small pocket by BL so that will be fixed next time, I'd like to see how many can withstand the assualt from seasoned player, admittedly I'm not.

Again had so foul ups on infantry but was testing as in center but pocket should still hold even with wasting of some infantry that won't happen next time, as I documented a good amount of it.


First attachment is the Soviet Turn.

Thanks.











RE: AGC: Turn 1 Moves

Posted: Fri Feb 11, 2011 11:58 pm
by SuluSea
If anyone wants the Axis turn minus armor movement here it is, don't laugh too hard as it was my first go at anything besides the road scenarios minus practice and testing.

RE: AGC: Turn 1 Moves

Posted: Sat Feb 12, 2011 12:05 am
by cookie monster
ORIGINAL: SuluSea

The armor has no problem getting across the river even with navigating around the routed units in pockets and will be running some tests to try and cut the rail at Minsk

With the new Beta 3 version 4 released today, it's no longer an issue to cut the rail at Minsk. The factories are no longer allowed to be railed on the Soviet first turn. So they are toast!

By the end of the next Axis turn the panzers will have isolated Minsk.

Not picking fault though.

RE: AGC: Turn 1 Moves

Posted: Sat Feb 12, 2011 2:25 am
by Klydon
I checked the save.

Some opinions/comments are that 4th panzer army is in a very bad spot. If those routed Russian infantry rally (they did both times after I ended the German turn), then not only will your HQ get displaced, but I was able to take control of the port (Ventspils). To fix that part of it, I recommend sea lifting the 86th infantry division (part of L corps and well back from the front) into the port. You can then move 4th Panzer army there if you want so that the SS motorized division is within 5 hexes for supply purposes.

RE: AGC: Turn 1 Moves

Posted: Sat Feb 12, 2011 1:08 pm
by SuluSea
Thanks for the thoughts guys,  and thanks also for the look see Klydon I'll note what you say  and going to start a new turn on all three fronts with beta V.4. I ran a few last nite and am pleased with the progress the mobile units can make although have some changes to make in certain areas.

RE: AGC: Turn 1 Moves

Posted: Sat Feb 12, 2011 8:23 pm
by sillyflower
You would do better to take Kaunas in T1. I use 1 motorised div doing deliberate attack from SE. unit then takes vilnius then still has some MPs to help big pocket. Clears the way for others and means faster rail repair on T2. You can then get yellow pz army ( forget number :) ) up to minsk and to meet light blue Pz army up from brest litovosk, even if divert 1 corps to AGS. Sorry can't post pic as have sent my turn on and I don't know how to post pics anyway. I just use 2 divs from ?4A (dark blue) to clear BL. I attack after crossing river and attach pioneers to the 2 divs. Don't pocket BL defenders who rout into pripyet but gain time/distance with minimum use of force.

RE: AGC: Turn 1 Moves

Posted: Sun Feb 13, 2011 6:31 pm
by SuluSea
Thanks sillyflower, I'll be doing a new AGC beginning tommorrow and will use the comments so the first move can be more effective. [:)]

RE: AGC: Turn 1 Moves

Posted: Sun Feb 13, 2011 6:41 pm
by 2ndACR
You can take Kaunus on turn 1 with 2 infantry div doing a hasty attack 85% of the time. If you use the entire Corps of 3 it is almost 100% of the time.

An armor or motorized div moving past Vilinus will capture it.

No need to use a motorized Div for that. Save the MP for something else. Your armor etc should be the last thing you move after almost all infantry attacks/moves.

RE: AGC: Turn 1 Moves

Posted: Sun Feb 13, 2011 7:05 pm
by PeeDeeAitch
The first attacks I do with the mechanized Panzer Group 3 is the clearing out of the units in front of Minsk - if I send a tank unit to Daugavpils then that might be first.  I do not use tanks or motorized to attack before near the end of the initial encirclement so that they save MP for vital things, i.e. cutting off armies and throwing your foe in disarray.

RE: AGC: Turn 1 Moves

Posted: Sun Feb 13, 2011 8:20 pm
by sillyflower
ORIGINAL: 2ndACR

You can take Kaunus on turn 1 with 2 infantry div doing a hasty attack 85% of the time. If you use the entire Corps of 3 it is almost 100% of the time.

An armor or motorized div moving past Vilinus will capture it.

No need to use a motorized Div for that. Save the MP for something else. Your armor etc should be the last thing you move after almost all infantry attacks/moves.
I use mot div becausae it can do it without being xriver and works 100% -so far at least.

apart from that 1 instance I agree always better to attack with inf if possible

RE: AGC: Turn 1 Moves

Posted: Sun Feb 13, 2011 8:58 pm
by 2ndACR
I just attack across the river. There are times I can get 2 inf div across north of Kaunus and pop it, but most of the time I just pop it across the river with a 3 stack hasty attack. It has not held against that yet.

But I understand what you are doing, just saying you can do it without using the motor unit.

RE: AGC: Turn 1 Moves

Posted: Sun Feb 13, 2011 10:00 pm
by PeeDeeAitch
I take out more of the front than others do, in part to get the tanks as far forward as I can - this allows me to get two divisions of X corp across the major river and directly NW of Kaunas with 3 mp left for a 1st turn deliberate attack - with the corps HQ moved up to help provide support, this always seems to work.

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