The next day I ponder a few things while at work. First, I need to start a thread in the bug section on the Matrix forums. The ‘supply line follows least MP path’ rule is at best causing some problems and quirky results. Specifically, some hexes around Krivoi Rog are showing as isolated, yet if the supply path was taken to the other railhead available, they’d be several hexes under the limit. I’m going to get a couple screenshots tonight or tomorrow night to show this. I think the supply line rule would work better if it was ‘supply line follows least (MP + distance in hexes) path’. It is really annoying having one hex be at 21 distance from rail, while the adjacent hex says it is 27 hexes.
I’ll have to double-check, but I think there is actually a German unit that was IN supply last turn, but is now ISOLATED by a longer MP path this turn. That is pretty clearly a bug. [This was actually the case, and I reported it in the Matrix support forum. No official notice as of 1/1/2020. O 12.03 patch, where ARE youuuu?]
This weird supply pathing isn’t a total deal breaker, because it is usually resolved in a turn or two after FBDs move the rail heads farther forward. The current Krivoi Rog situation, for example, will be fixed next turn. Rail repair crossed the Dniestr river this turn, so the stupid supply algorithm won’t decide a long, meandering path to Vinnitsa is the only possible one to use, which means it isn’t a valid path once it is 26 hexes or over. To sum it up, if you’re going to make distance the primary factor in determining isolation to be hexes from rail, then you should base the supply path algorithm primarily on hexes, not MP cost. Make it apples and apples.
Grinch, grumble, gripe. OK, I feel better now.
The other thing I mulled over is whether or not to try and make a small bridgehead across the Dnepr this turn. To be truly useful, the bridgehead needs to include a rail bridge over the river. There are three rail bridges available between Kiev and Dnepro. All three have strong stacks holding the east side of the bridge. However, the initial hex I take doesn’t have to be one of those bridges. I already mentioned that 89,89 looks weak enough to take.
Making a one-hex bridgehead now might cause GamerDad to pull back the whole Dnepr defensive line before I have a chance to make a salient or a pocket. I expect he would retreat given how badly his Leningrad defenses just got flanked.
With that said, waiting a turn and then making a bigger crossing won’t be a huge improvement. Crossing will be tougher since he’ll have a few more units and higher fort levels. Even if I have two or three PzK to exploit, a lot of their fuel will be used up crossing the river the same turn bridgehead is made. Panzer maximum penetration distance would be perhaps 12 hexes.
A third option is to attack across the river this turn but not move any unit across to the east side. This would have the benefit of zeroing out fort levels, but not look as threatening. Causing a retreat from 89,89 would probably not cause a complete Soviet withdrawal to the East Delaying that withdrawal for a turn means a turn less digging in on his next defensive line, probably from Kharkov to Poltava. I’ll keep pondering to try and decide which tactic brings the most benefits.
It’s an interesting ‘if:then’ matrix of tactical choices.
This is not a terribly critical decision. Either way I am using the preferred German tactic of going around, not through, strong defensive points or lines. This is just a choice between the relative benefits of when I cross more than anything else. Where is decided by weak points in the defense, whatever turn is chosen.
1SS Mot Brg drives forward to probe the Kremenchug defenses. There are two weak RifleDiv and a Fort there. I really don’t have enough infantry nearby to assault either here or at 89,89. I’ll probably choose not to try and force the river anywhere this turn. Still more to be done in all Army Group areas.
I finish moving units forward from Odessa, then skip up to Kiev and move units closer. The Soviet line is pulled back to the Desna river north of Kiev, which clears a path for 46 PzK to move back north, passing just west of Chernigov. Supply in that sector isn’t great, but it will get them closer to the rest of the 2nd Panzer Group, and they will be in better terrain for later advances. Attention then shifts to AGC and clearing the pocket west of Rzhev. That goes fine, and Soviet losses are approaching 200k so far this turn. The 25 hex leash is bad by Rzhev, so I can’t push my panzers forward to isolate the city this turn.
Meanwhile, 20 Mot division flanks some of the defenders in the Valdai hills. I can’t pocket them, but just going this far means those two rifle divisions are pinned on four sides, and their only withdrawal path takes them northeast around the lake and it will be two full turns before they can get to Vyshny or Torzhok and be of any use once more. They can’t go straight east and help fill in that very skimpy line trying to protect Torzhok.
