Page 5 of 7
Step 78
Posted: Sat Dec 09, 2023 5:35 pm
by DekeFentle

- Step 78.jpg (405.38 KiB) Viewed 1794 times
Step 79
Posted: Sat Dec 09, 2023 5:35 pm
by DekeFentle

- Step 79.jpg (311.83 KiB) Viewed 1793 times
Step 80
Posted: Sat Dec 09, 2023 5:35 pm
by DekeFentle

- Step 80.jpg (329.22 KiB) Viewed 1792 times
Step 80
Posted: Sat Dec 09, 2023 5:36 pm
by DekeFentle

- Step 80.jpg (329.22 KiB) Viewed 1791 times
Step 81
Posted: Sat Dec 09, 2023 5:37 pm
by DekeFentle

- Step 81.jpg (504.77 KiB) Viewed 1790 times
Step 82
Posted: Sat Dec 09, 2023 5:37 pm
by DekeFentle

- Step 82.jpg (288.48 KiB) Viewed 1789 times
Step 83
Posted: Sat Dec 09, 2023 5:38 pm
by DekeFentle

- Step 83.jpg (328.02 KiB) Viewed 1784 times
Step 84
Posted: Sat Dec 09, 2023 5:38 pm
by DekeFentle

- Step 84.jpg (155.68 KiB) Viewed 1781 times
Step 85
Posted: Sat Dec 09, 2023 5:39 pm
by DekeFentle

- Comment 5 closing out Minsk.jpg (612.84 KiB) Viewed 1775 times

- Step 85.jpg (508.5 KiB) Viewed 1709 times
Step 86
Posted: Sat Dec 09, 2023 5:39 pm
by DekeFentle

- Step 86.jpg (376.13 KiB) Viewed 1779 times
Step 87
Posted: Sat Dec 09, 2023 5:40 pm
by DekeFentle

- Step 87.jpg (336.05 KiB) Viewed 1705 times
Thats a wrap for now
Posted: Sat Dec 09, 2023 5:43 pm
by DekeFentle

- Comment 5 post close of pockets.jpg (320.59 KiB) Viewed 1776 times

- Comment 6 showing PZ Divs.jpg (276.85 KiB) Viewed 1776 times
There is a TON of movement left all over the map, not just the PZ and Mot Div's. Your strategy dictates how to spend those MP's.
Re: GT1 North and Center Guide.
Posted: Sun Dec 10, 2023 5:18 am
by Rexzapper
Superb guide, the work is greatly appreciated, there are many interesting tips. The first turn is critical in all aspects for the Axis player (and therefore the future of the entire campaign depends on it), mastering it greatly paves the way later.
Re: GT1 North and Center Guide.
Posted: Sun Dec 10, 2023 5:37 am
by Rexzapper
At step 85, in the image below is moved 1 Regt of the Totenkopf MD (not the Polizei ID).
Re: GT1 North and Center Guide.
Posted: Sun Dec 10, 2023 9:51 am
by DekeFentle
by Rexzapper ยป Sun Dec 10, 2023 5:37 am
At step 85, in the image below is moved 1 Regt of the Totenkopf MD (not the Polizei ID).
Thanks Rexzapper, fixed
Re: GT1 North and Center Guide.
Posted: Sun Dec 10, 2023 6:29 pm
by alty59
Caveates:
- I leave a large number of the Artillery Forts untouched, that causes a lot more clicks walking HQ units where needed. This was covered extensively in some past AAR that I'm unable to find. Happy to insert the link if someone can point me there. HLYA? (Deep respect sir!) Bottom line is I operate from the perspective that it's best to bag more casualties with a drive-by on T2 than to expend CPP on T1 and net less.
[/quote]
May be this AAR :
https://www.matrixgames.com/forums/view ... 2&t=368560
Thank's a lot for your guide, It'll put me back to yet another Grand Campaign^^
Re: GT1 North and Center Guide.
Posted: Sun Dec 10, 2023 7:45 pm
by DekeFentle
Unfortunately that's not the AAR I'm thinking about. HLYA did some extensive testing in the post I'm recalling. Maybe it wasn't an AAR...
Re: Thats a wrap for now
Posted: Mon Dec 11, 2023 1:41 am
by ErickRepie
DekeFentle wrote: Sat Dec 09, 2023 5:43 pm
Comment 5 post close of pockets.jpg
Comment 6 showing PZ Divs.jpg
There is a TON of movement left all over the map, not just the PZ and Mot Div's. Your strategy dictates how to spend those MP's.
Agree, resting unit on bright hexes instead of darkened hexes (recently captured hex) is a must ... however you must consider (AGC & AGN)
1. (turn 1 only) 1 MP/hex bonus to get as far as possible ... priority to get on to Pskov and Smolensk early
2. open line for railroad repair
Which one is better - burst out on turn 1 and get as far as possible or , burst out on turn 2 (bright hexes) -- in term of supply consumption and bonus Victory point target (Pskov turn 3 and Smolensk turn 4) ??
Re: GT1 North and Center Guide.
Posted: Mon Dec 11, 2023 2:01 am
by DekeFentle
Agree, resting unit on bright hexes instead of darkened hexes (recently captured hex) is a must ... however you must consider (AGC & AGN)
1. (turn 1 only) 1 MP/hex bonus to get as far as possible ... priority to get on to Pskov and Smolensk early
2. open line for railroad repair
Which one is better - burst out on turn 1 and get as far as possible or , burst out on turn 2 (bright hexes) -- in term of supply consumption and bonus Victory point target (Pskov turn 3 and Smolensk turn 4) ??
Perhaps I am being less than clear. I leave everything with MP's so you can decide to move what and where your strategy dictates. I'm not advocating to leave them sit and use admin movement on T2, unless that's your thing. I would say that going pretty much as far as you can T1 is the wisest course of action.
Didn't touch the rail because some folks may want to do something aside from the relative norm of driving two FDB's E to Minsk and one NE from Brest Litovsk. The one track line N to Riga will be flipped to Axis control after the Soviet logistics phase and XXXVIII Corps is empty of units ready to zip around collecting RAD labor detachments from every Army Group on the map, ala HLYA's (
the post that keeps on giving 
) Rovno pocket guide.
Hello Pskov? Reservations for a Party of six PZ Div's for June 28th please?

- PZ's for Pskov.jpg (415.89 KiB) Viewed 1659 times
Re: GT1 North and Center Guide.
Posted: Tue Dec 12, 2023 12:59 am
by 56ajax
I think HLYAs aar is here
https://www.matrixgames.com/forums/view ... 1&t=390004
Are you doing a South Guide?
Many thanks