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