I am going to continue using this same thread for our new game... So, without further ado... Turn 1 of the new game with the new 1.15 patch!
Soviet Turn 1
One attack at Demyansk to open things up. Not a great loss ratio. [:(]
I did a lot of attacks in the Velikie Luki salient. However, I attacked to the east a bit less than last time and sent some extra troops over towards Velikie Luki. You can also see that I did only a single attack on the western side of the Rzhev salient. More on that later.
Velikie Luki itself was taken, but it was expensive to take. 192 AFVs lost. Ideally I would not have used a bunch of tanks attached to take a city, but I wanted to make sure I would actually take it, and it was made harder to take in this patch, with a level 5 fort.
Let's take a look at the battle stats for the battle taking V.L.:
It looks like a small number of German AT guns were VERY BUSY. Between just 27 different 75/37/50mm German AT guns, they had a total of 226 AP hits. Busy day at the office for them. Seems like that is probably this "Germany gets the first shot at long range" thing that the new patch has.
In total in the turn, I lost 470 AFVs to 98 lost for Germany, so that one single battle accounted for almost half of my total AFV losses. The only reason overall AFV losses were this low is I was a LOT more sparing in my AFV use than in the previous game, and for the most part avoided attaching tank brigades to infantry to do attacks.
Overall losses on turn 1 were about even in manpower/guns. That would be good against Germans, but is a bit more meh considering that a good amount of the fighting was against Romanians on the flanks of Stalingrad.
Back to the Rhzev salient. The one and only hex I attacked was a heavy forest hex:
That and the other circled hexes are key defensive hexes that lock (or unlock) the Rzhev salient. If the Soviets take those hexes, all heavy forest/swamp/city which have interlocking ZOC, then it is mostly clear and light forest terrain behind those, which are a lot harder for Germany to defend. So I took the heavy forest hex near Rzhev because you can take that pretty easily on turn 1. Unfortunately, another attack on the heavy forest hex in the north-west side of the salient near Molody Tud failed.
However, it was not really a possible option to attack anything more than that. As we learned last game, it is not an option for Soviets to do the historical Operation Mars attacks. Instead, Soviets have to go IMMEDIATELY onto the defensive, because a large number of Soviet units are frozen, and Germany can encircle them. The frozen Soviet units will adamantly REFUSE to help free their Comrades if they get encircled, so there is no real option but to defend as best as we can against a possible German attack further to the south, and wait for our units to unfreeze.
So, I told all the units that were massed up to attack in Operation Mars, "Sorry, operation canceled" and moved them south to reinforce my defenses in this salient. By moving a lot of additional units south and also retreating a bit from the small salients, I was able to form a pretty good defense:
If Germany can still encircle Soviet units on the first German turn, then there is really nothing that Soviets can do to stop it, I did all that was really possible to anticipate and defend against that this time around. The only way I could have done slightly more was to move a few more units that attacked the heavy forest south. However, I really needed them to defend up there anyway, and my defenses are stronger there having taken the heavy forest than not having taken it.
Another thing to note... The Western Front starts off in this scenario using 200 command capacity. Since it is an assault front, it has 89 command capacity available, and what is worse, 73 of that command capacity is used up by FROZEN units, so there is in reality only 16 command capacity available for the Western Front to use in combat, or else you don't get any of the assault front bonuses in the new patch... So it is really not an option to do Operation Mars with the Western Front, given the scenario's set up and the changes in the new patch...
So what I did was basically change everything on the Western Front that was not locked mostly to the Kalinin front. I did my one attack on the heavy forest hex with an assault front army, and then also switched that to the Kalinin front, and switched the 3rd Shock Army in the Velikie Luki area to the Western Front so that I could attack Velikie Luki with an assault front Army. May as well do that in the meantime since I have to go on the defensive for Operation Mars.
Now, here's the big one you've been waiting for, Stalingrad...
This opening is based off of the one HLYA did a step by step guide for here in his AAR:
https://www.matrixgames.com/forums/tm.asp?m=5015734
However, I did do some stuff a bit differently:
First of all, some of the units he used in his AAR used to not be frozen, but now seem to be frozen. That means Soviets have fewer units to form the Stalingrad pocket with. Secondly, HLYA's pocket looked to me like it might be (barely) potentially possible to break, and I wanted to make very sure that my pocket could not be broken, at least not on the first German turn (I will be very surprised if I am wrong).
1) I encircled the German unit I circled in red (a weak German Panzer division), and then also did a hasty attack against it with a cavalry division to give it some extra fatigue etc. This is one of the very few German units in a position to immediately respond to the encirclement of the 6th Army. So by encircling it, instead of it being able to do anything to help 6th Army, Germany will have to free it. It should be pretty easy to free it and I am not expecting that pocket to hold, but that takes that unit solidly out of the equation for the first German turn (and then it should still be low on supply etc for the turn after as well).
2) The 29=29 German Panzer division I circled in blue has 3 tank brigades with ZOC on it hugging it. I would encircle it too, but I don't think it is possible to get that far (but didn't check carefully). That 29=29 German division is the ONLY good strength German division that is in a position to be able to immediately respond to help the 6th Army. I am definitely not expecting my tank brigades to win a battle against that division, but Germany will have to expend MP and maybe do some attacks on my tank brigades, which will not leave them with too many MP left to help out the 6th Army.
3) The unit circled in black is another German Panzer division. However, I don't have to worry about it yet, because it is frozen for the first German turn. For my subsequent turn I will have to worry about it though.
4) The two German motorized regiments circled in yellow highlighter are not going to be eliminated, whereas HLYA tightly encircled them in his opening. I couldn't do that partly because of the extra frozen units in the updated scenario, and partly because I just wanted to be safer in making sure the Stalingrad kessel would not get broken. However, I cut them off anyway from supply for 1 turn. Flipping those small number of hexes with 1 motorized brigade and an infantry division like I did is enough to basically take them out of the picture for the next turn. They can easily escape to safety, but doing so will take a lot of their MP, since they will have to advance a long way through Soviet controlled terrain, and they won't have MP left to form back into a division with the other regiment and get into position to do anything to help out the 6th Army. At least not for another turn or so.
So, maybe I am wrong, but I think this Stalingrad pocket should be pretty much unbreakable. As a bonus, notice that I also took Kalach with one of my mech brigades. Kalach has one of the German depots with some of the 6th Army's supply, so this means they will have less supply and should not be able to hold on quite as long as a result.
Meanwhile in the Caucasus, I did some attacks on the German mobile units down there. These did not have good odds and I was not expecting them to really succeed - and as expected they did fail. The reason I attacked though was to tire out the German divisions a bit and steal some of their movement points and ammo etc. That way they will have a harder time getting to Stalingrad and will be weaker when they arrive, so they won't be quite as useful in contributing to a possible breakout attempt. This attack for example had 1:1 odds. That meant the attack failed, but iirc that is high enough that it may take up to 16 MP or so away from the 3/3rd Panzer next turn. That is 16 fewer MP that can be used to drive north to Stalingrad with.
Another thing we learned last game was that Romanians simply cannot defend anything, even if they have supposedly high nominal defensive CVs and even if they are defending good defensive terrain. So I applied that here, and rather than simply leaving this part of the map alone, I attacked. Specifically, I attacked weak Romanian units. One of the attacks failed (I was attacking rough terrain, after all), but the other one succeeded and the Romanians routed. opened up a hole in the line, and I marched a division into it. Now I am just 1 hex from the German rail line...
So basically, if Germany wants to stop this, they are going to have to put Germans there (and if they put just German regiments there rather than divisions, then maybe I can even still attack German regiments, if I attack with some corps with superior numbers of manpower).
There's not a lot of Germans to go around though... So rather than sitting back and being totally passive there again, this will hopefully put them in more of a pickle. If they defend with Germans, they won't have Germans elsewhere where they desperately need Germans. And if they defend with Romanians, then I can rout the Romanians, advance and hopefully cut off their supply and escape route on the Taman peninsula. Or they can just run away. Their choice. I am ok with whichever of those they choose.