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Walloc
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by Walloc »

ORIGINAL: Schmart

Terje,

Which brings me to ask how often you are using hasty vs deliberate attack? I don't usually use hasties unless the enemy has already been worn down and pushed back at least once, no fortifications, no terrain modifiers, etc. or an obviously weak unit like SEC or vulnerable Brigade.

Im prolly a contrarian in that area. Its a question of knowing this early on. Things will change later but the first 5ish turns its np. As u can see in pic below. 30 battles battles only 7 are deliberate and 23 are hasty. Nada helds. Atlased 2 of the hasty is 2 or 3 inf divs attacking a russian inf div in fort 2. As long as u GS and have HQs correctly placed for maximum CV modification and there are no other modifiers like across river or fort + terrain, u can get away with much. Heck Riga a fort 2 and light urban was taken on a hasty vs an inf div.

Move up ur HQ for CV modification during the turn! lesson of the day.

Rasmus

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Schmart
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by Schmart »

ORIGINAL: Walloc
Im prolly a contrarian in that area. Its a question of knowing. As u can see in pic below. 30 battles battles only 7 are deliberate and 23 are hasty. Nada helds. 2 of the hasty is 2 or 3 inf divs attacking a russian inf div in fort 2. As long as u GS and have HQs correctly placed for maximum CV modification and there are no other modifiers like across river or fort + terrain, u can get away with much.

I was speaking more generally. Turn 1 is totally different, and even the first 5-10 turns can be more suitable to infantry hasties. But it's still situation dependent, as when the Russians start being able to re-form the front line hasties are much more risky.
Walloc
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by Walloc »

ORIGINAL: Schmart

ORIGINAL: Walloc
Im prolly a contrarian in that area. Its a question of knowing. As u can see in pic below. 30 battles battles only 7 are deliberate and 23 are hasty. Nada helds. 2 of the hasty is 2 or 3 inf divs attacking a russian inf div in fort 2. As long as u GS and have HQs correctly placed for maximum CV modification and there are no other modifiers like across river or fort + terrain, u can get away with much.

I was speaking more generally. Turn 1 is totally different, and even the first 5-10 turns can be more suitable to infantry hasties. But it's still situation dependent, as when the Russians start being able to re-form the front line hasties are much more risky.

Ok, Gotcha.

Rasmus
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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

ORIGINAL: Walloc
1a. Terje note how my HQs are moved up so they can assist in rolls when attacking for example Riga. Do u move ur HQs during the turns so they always are in range to supprt rolls?
1b. The pic u gave going from unmodified 41 CV to modified 16 CV seems to suggest u dont. If it had been a pbem i would have moved PzG HQ too. So it be in supporting range on rolls.

2. Note how the RR are clear and how inf makes it impossible to move and ZoC convert any of the hexes ill use next turn.

3. When moving the mot/pz units up to Rige and across Daugava im very carefull about moving the units Terje. If u let the "auto" move long dsitances they will many times move adjcent to routred units. Routing them once again. I dont want that to happen as the 2nd rout would rout them out side the intended pockets.

4. Havent broken down any of the divs = Good to go next turn no MPs lost due to that.

5. Compare the inf positions to ur north turn 1 pic. Mine far more advance and i secured RR and no more units than on urs escape. This is what i meant about use of inf on turn 1. I dont mind attacking the Russian first line. I know where they will rout. Just shape pockets after that,. Then they as trapped as in ur version.

1a. I could definitively be better at this, as I tend to move them last of all. My impression that it is a good thing not moving them to and from all the time, and rather move them no more than is required (which for me is only figured out AFTER all my moves are made as I never am able to figure out which attacks will hold and which will not).
1b. That one had it's HQ sitting 2 hexes to the rear...

2. Yup, also why I made so many attacks on my version, but guess there is no need to attack outside the rail.

3. I use both ways to move really, but I tend to use the shorter moves only when I want to make sure they do not go into some unneccessary ZoC.

4. Never do that myself, T1 I will rebuild those two divs that start broken down.

5. To be very picky [;)], some (3 of your inf) are further north than mine, while the bulk of y inf is further north than yours [:D]. But I know what you mean, the reason ofc is that I made alot more attacks with my inf to get rid of units.

Ok, so basically I "over"-attacked in my screenie it seems [:)]

Terje
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

ORIGINAL: Schmart

Terje,

1. I noted that in this game you didn't get Brest-Litovsk on T1. I find that this is critical in getting a good T1 sweep going for 2nd PzGrp. I've found that it's not that hard to capture on T1 with the right deliberate attack. On a bad roll, it may take 2 or even 3 attacks, but it is one of those MUST wins for T1.

2. Which brings me to ask how often you are using hasty vs deliberate attack? I don't usually use hasties unless the enemy has already been worn down and pushed back at least once, no fortifications, no terrain modifiers, etc. or an obviously weak unit like SEC or vulnerable Brigade.

3. You may already be doing this, but just in case you're not:

I think it's generally best to blast a hole with deliberate infantry attacks to let the panzer run through, rather than using the panzers to blast the hole themselves at the same time as using the infantry to blast and exploit their own holes. Use infantry in more of a stop and go fashion (deliberate attacks one turn, then catch up with panzers the next turn), rather than trying to squeeze more MPs out of them using hasty attacks. Infantry can fight or march, but very rarely can/should they do both in the same turn. Better to have an almost guarranteed win (deliberate attack) and cause more enemy losses through retreat and routing, than trying to keep up with the panzers by risking hasty attacks. Use some infantry to blast away then different infantry to run into the gap, but the same units generally shouldn't be doing both tasks.

1. May I ask why it is important to get on T1? *edit* ah, the rail. Did not attack as I did not want to rout the defenders into the path of the panzers and then be routed once more out of the pocket.
2. Deliberate - fortified positions, river crossings, any stack with more than 3 def CV, city attack
Hasty - 1 def CV units, or if I attack with a stack, 2-3 def CV values.
My problem seems to be that those "weak" looking units are all made up of Cpt.America, Spiderman and The Hulk...
3. Yup, let the Inf blow the hole, then pour the mech/pz through, only attacking to clear a path, starting with the rear most pz/mech.


Terje
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randallw
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by randallw »

One division on a hasty attack has a decent chance to fail, even if the target's CV or manpower seem comparatively lower.
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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

ORIGINAL: randallw

One division on a hasty attack has a decent chance to fail, even if the target's CV or manpower seem comparatively lower.

That then raises the Q, what are the CV numbers for [;)]
Gonna read my 5,6,7 and 8s as Q from now on, so my attack ratio will be Q : 1. Makes as much sense to me atm...


Terje
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

Turn 13

Overall
So, we attack all along the line, and take some hexes, but once more it is in the south we make the most progress. Although, it seems Brad has shifted troops from Leningrad to the south, as a wall of units suddenly appears...
134 attacks result in 25 helds (12 determined, 13 hasty), 82 retreats, 18 routs and 9 surrenders.

USSR units in pockets at start of turn
17.

USSR units in pockets at the end of turn
7.

OOBs
USSR : 4.5M
Germany : 3.3M

Losses
USSR : 291.000 troops, 3.777 guns, 1.083 AFVs, 338 AC.
Axis : 62.000 troops, 691 guns, 161 AFVs, 101 AC.

USSR units destroyed
2 tank divisions, 1 motorized division, 9 rifle divisions, 2 cavalry divisions, 1 airborne brigade.

German pools
Manpower : 1287 (+211)
Vehicle : 163.988 (+1.793)
Armaments : 63.985 (-19.253)
Hiwi : 99.704 (+8. 578)
Well, these pools shows that I have to pull some units off the line and drop their TOE way down, bleeding armaments atm...




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Walloc
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by Walloc »

ORIGINAL: terje439

My impression that it is a good thing not moving them to and from all the time, and rather move them no more than is required (which for me is only figured out AFTER all my moves are made as I never am able to figure out which attacks will hold and which will not).

Well, the smart thing is ofc not to move them more than necesarry. It costs trucks to move them. So its very situasional. Non the less i purposly picked 1 pz corps that moved to Riga or rather it picked its self as its that one that can make it, but idea is units are of the same command. Before making that attack on Riga(in this case they made no attack on the way up) i moved the HQ up. Lets say they hafta had to attack 2 enemy units on the way to clear the way. Then i would have moved HQ up so it be in range for those attacks on the way before making the attacks. Then done the attacks, moved mot/pz units on and then move HQ in range again if another attack like a final one on Riga would have taken place. In Pbems, i would as there are no other places that the Pzgroup HQ is needed have moved that up too. As the other pz corps doesnt really make any attacks,
Here is the tricky thing. While direct HQ aka corps HQ in this case just has to be in range(doesnt matter if its range 1 or 5 as long as they in command) and then roll modifiers are the same. When it comes to HQ higher up the chain the closer the better. Its not just a question of that HQ being in range. Actual number of hexes directly to that HQ affects the rolls. So leaving it as i does in this instance at the border is bad play by me.
1b. That one had it's HQ sitting 2 hexes to the rear...

Ok bad luck on rolls then. My next question would be ofc be where is the HQs up in the chain located?
As per above having the Army HQ/Army group HQ closest possible makes the difference if rolls are failed at corps HQ.
2. Yup, also why I made so many attacks on my version, but guess there is no need to attack outside the rail.

Exactly. Looking at the places ur enemy routs ends up in, it seems like u either gone adjecting to them after first rout. Forcing 2nd rout or attacked causing a 2nd rout, cuz they are "deeper" than where my enemy routs ends generally. Im carefull in making sure that 90% of the time i try and not having to make the 2nd rout cuz that will surely make them rout outside what is pocketble. Also as u can see in my pic one. I purposely leave cities/towns open so russian units can rout there. If the SS mot div had taken a route that was 2 hexes more easternly i would take taken the 2 hexes that now holds 5 units. Denying the option of making them rout there, which is bad as i want them there. Aka pocket shaping.
3. I use both ways to move really, but I tend to use the shorter moves only when I want to make sure they do not go into some unneccessary ZoC.

Ok i just find espcially here on turn 1 that the AI tends to move my units on routes that would make them go adjecent to routed russian units causing a 2nd rout that i try to avoid. As per above.
5. To be very picky [;)], some (3 of your inf) are further north than mine, while the bulk of y inf is further north than yours [:D]. But I know what you mean, the reason ofc is that I made alot more attacks with my inf to get rid of units.

Sorry i wasnt clear enough. I meant ur original turn 1 in this thread [:)]
Ok, so basically I "over"-attacked in my screenie it seems [:)]

Exactly. Once the rail is secure. Its making pockets time. Attack "once" is good making them as in my pic route to Towns/cities just behind the line then when u exploit avoid going adjecent to them forcing a 2nd rout. Unless they will are in positions that is just out side the pocket ur making. Then its actually adviseble to make them rerout so then they dont rally to turn 2 and can be used to break ur pockets.

This advice is specific to AGN and AGC in turn 1 mostly. AGS i do and it seems other too do things a bit different. Cuz of the depth of the russian defence. Routs are a bad thing as in most cases just 1 rout will make units unpocketble. There are cases where u hafta attack to clear the way but keep routs to minimum is key there, while surrounding as much. Also as moral is generally higher in AGS russian u can gamble more on them just making a retreat rather than rout, but it will be subject to rolls so it is a gamble. Speedy AAR vs Saper shows about the best possible in AGS but that really take practice. Non the less if using a pz corps from AGC u should be able to make Lvov unbreakble on turn 1, if not aiming for Sapers double pockets.

Kind regards,

Rasmus
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

ORIGINAL: Walloc
1b. That one had it's HQ sitting 2 hexes to the rear...

Ok bad luck on rolls then. My next question would be ofc be where is the HQs up in the chain located?
As per above having the Army HQ/Army group HQ closest possible makes the difference if rolls are failed at corps HQ.


Was actually sitting on top of the other HQ [:)]
But thanks for clearifying things Rasmus [&o]

Terje
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randallw
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by randallw »

The CV on the counter is just an estimate. Also, the number rounds down, so what may seem like an advantage of 7 to 1 may really be 7 to 1.9.
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Post by terje439 »

ORIGINAL: randallw

The CV on the counter is just an estimate. Also, the number rounds down, so what may seem like an advantage of 7 to 1 may really be 7 to 1.9.

True true, and I guess this is all me, but it still annoys the daylight out of me when it is as inaccurate as I find it, but I'm learning to live with it, by just thinking that
1-3 = 1
4-8 = 2
8-10 = 3
11-12 = 4
12-15 = 5
16-19 = 6
20+ = 7
[:)]


Terje
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Post by terje439 »

Turn 14

Disclaimer
Forgot to take a screenie this turn.

Overall
Our attacks are doing a little better all of a sudden, and we make two small pockets once more. One of which will be borken, but still, forces the enemy to move units out of forts. A real worry is that the arms bleed noticed last turn is continuing. All AA units are now set to max 50% TOE, as are all divisions at less than 65% current TOE.

USSR units in pockets at the start of turn
7.

USSR units in pockets at the end of turn
11, of which 4 will escape.

Losses
USSR : 206.000 troops, 3.170 guns, 115 AFVs, 537 AC.
Axis : 57.000 troops, 590 guns, 144 AFVs, 174 AC.

USSR units destroyed
6 rifle divisions, 1 naval rifle brigade, 1 PVO AA regiment, 2 fortified zones.

German pools
Manpower : 704 (-583)
Vehicles : 164.114 (+126)
Armaments : 36.687 (- 27.298)
Hiwi : 110.539 +(10.835)
"Hun skal torpederes!" - Birger Eriksen

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Post by terje439 »

Turn 15

Overall
We keep taking hexes all along the front, but the pace is slow. Last turn we also made a small mistake and moved a Rumanian unit across a river, hence inviting the first USSR attack of the war, which resulted in a retreat. Our 116 attacks gave a result of 21 helds, 1 scouted, 79 retreats, 10 routs, 1 shatter and 4 surrenders.
The big surprise this turn was to find Sevastopol void of defenders, something that means that 80% of the Kerch peninsula is now in our hands.

USSR units in pockets at the start of turn
7.

USSR units in pockets at the end of turn
4. 10 if I am correct in assuming that Budenovka which lacks a port is NOT a route the enemy can rout away from.

Losses
USSR : 201.000 troops, 2.799 guns, 359 AFVs, 393 AC.
Axis : 66.000 troops, 767 guns, 163 AFVs, 116 AC.

Men killed/captured/disabled in total so far
USSR : 312.000/1.330.000/698.000
Axis : 170.000/2.000/282.000

USSR units destroyed
7 rifle divisions and 1 AA battalion.

German pools
Manpower : 1.185 (+481)
Vehicle : 164.470 (+356)
Armaments : 23.441 (-13.246)
Hiwi : 116.365 (+5.826)

Another 15 Infantry Divisions have been placed at 50% max TOE. The largest arms production seems to be the artillery pieces in the infantry divisions, pioneer squads and support.





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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by bigbaba »

congratulations. you are promoted to generalfeldmarschall for capturing sevastopol even before manstein.[;)]

2 turns remaining till mud. i would start deliberate attacks along the entire front with good odds to simply kill russian moral and men. no time remaining to build pockets. just attack and kill them in a good killratio.
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Post by terje439 »

ORIGINAL: bigbaba

congratulations. you are promoted to generalfeldmarschall for capturing sevastopol even before manstein.[;)]

2 turns remaining till mud. i would start deliberate attacks along the entire front with good odds to simply kill russian moral and men. no time remaining to build pockets. just attack and kill them in a good killratio.

So mud is still arriving at a fixed time with random weather? But thanks for the heads up!


Terje
"Hun skal torpederes!" - Birger Eriksen

("She is to be torpedoed!")
Walloc
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Post by Walloc »

U can look at the table in this thread for chances.

tm.asp?m=3177463
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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

ORIGINAL: Walloc

U can look at the table in this thread for chances.

tm.asp?m=3177463

Considering my luck with dice rolls it looks like we are in for
Blizzard from next turn untill March 42 in the north;
Blizzard from November untill March 42 in the centre;
Blizzard from December untill March 42 in the south;
followed by 2 months of mud in each zone [:D]


Terje
"Hun skal torpederes!" - Birger Eriksen

("She is to be torpedoed!")
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

Turn 16

Overall
Did as suggested by Bigbaba and used mostly deliberate attacks this turn, so number of attacks are down somewhat. With weather about to turn foul, it seems Gorlovka and Makeevka are the last USSR cities to fall this season (with the exception of Stalino which will fall next turn). The arms bleed continues, something that is VERY worrying, almost as much as the upcoming Blizzard...
Our 85 attacks gained 5 helds, 57 retreats, 14 routs, 4 shatters, 5 surrenders.

USSR units in pockets at the start of turn
10. I was correct about Budenovka.

USSR units in pockets at the end of turn
2.

Losses
USSR : 218.000 troops (or 78.000 short of the USSR reinforcement number...), 3.025 guns, 402 AFVs, 419 AC.
Axis : 52.000 troops, 462 guns, 103 AFVs, 77 AC.

USSR units destroyed
7 rifle divisions, 2 mountain divisions, 2 tank brigades, 1 army artillery regiment, 3 corps artillery regiment, 1 artillery regiment RVGK, 1 howitzer regiment, 1 PVO AA regiment.

German pools
Manpower : 705 (-480)
Vehicles : 165.552 (+1.082)
Armaments : 10.326 (-13.115) Will be empty next turn
Hiwi : 121.714 (+5.349)

Goody, out of arms even sooner in this game than the last one...




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Walloc
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by Walloc »

Have u noted or got any clue on how much u have exported?
Check see what the mniors have now vs what the start with is a possibilty.

Kind regards,

Rasmus
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