Road to Moscow I & II - how to keep armour moving?
Posted: Wed Sep 30, 2009 10:30 am
Hi everyone. Been playing HoI2 for while, and decided to have a go at this. Been thru tutorials and then had a go at Road to Moscow I against Russian PO yesterday. Managed to get a draw. Now, I have figured out the mechanisms to manage combat rounds effectively (getting plenty of attacks per turn etc) so I thought that would stand me in good stead for victory, but not so it seems. Looking back at my game I realize I made two obvious errors:
1. I did not study the distribution of victory points carefully, so i didn't plan specifically to take the hexes that matter - I should have bypassed Minsk with my Panzers.
2. I don't think I've got my head round supply management yet: my panzers ran out of steam and couldn't get to the high value VP hexes quickly enough.
A few questions:
It seems to me that the victory conditions in this scenario are tough playing with FOW for the first time unless you have all the skills necessary to keep your armour moving quickly. Is this typical of TOAW scenrios, i.e. being so tough?
How do units recover their movement allowances and how fast? This scenario is 12/13 turns, and the supply level at the front (where the panzers are) is usually 7. There doesn't seem to be enough time to retreat them to a high supply point, wait for them to recover organization and get past Minsk. So in this scenario is it basically a one shot deal in that you have to carefully conserve movement point levels etc and press on regardless?
In Road to Moscow II you have 27 turns. In that time scale would one normally expect to rest up panzer corps and if so for how long?
I gather from the manual that the key to high supply is four hexes from a town at the end of a good road or rail line (or an airfield?), plus proximity of unit's HQ. Is there anything you can do other than this to increase supply levels for the panzer groups? With engineers for example?
Is the HQ supply bonus applied once and once only at the end of turn, or is it applied in some way during movement/combat?
I've found so far that biggest problem tactically is dealing with small units in the way in towns etc. Just attacking them head on doesn't seem to work fast enough 'cos they just retreat unless they are week enough that you can steamroller them with RBC's. Even then they seem to stick next to the road like glue exerting ZOC and slowing your column down. For RtM II I would like to try some more sophisticated tactics to deal with this. I have thought of two ideas. One is to create a horseshoe like formation to eject the defenders two hexes away from the road as quickly as possible (following infantry can capture them later). A complete surround seems to take too long. The second is idea I had was to split one fast unit using the parts to recon ahead of the column and to try to take evasive paths round defenders where possible. I would be interested in any tips on this question since success in this scenario seems to be all about speed.
This looks like a pretty damn good game to me BTW.
1. I did not study the distribution of victory points carefully, so i didn't plan specifically to take the hexes that matter - I should have bypassed Minsk with my Panzers.
2. I don't think I've got my head round supply management yet: my panzers ran out of steam and couldn't get to the high value VP hexes quickly enough.
A few questions:
It seems to me that the victory conditions in this scenario are tough playing with FOW for the first time unless you have all the skills necessary to keep your armour moving quickly. Is this typical of TOAW scenrios, i.e. being so tough?
How do units recover their movement allowances and how fast? This scenario is 12/13 turns, and the supply level at the front (where the panzers are) is usually 7. There doesn't seem to be enough time to retreat them to a high supply point, wait for them to recover organization and get past Minsk. So in this scenario is it basically a one shot deal in that you have to carefully conserve movement point levels etc and press on regardless?
In Road to Moscow II you have 27 turns. In that time scale would one normally expect to rest up panzer corps and if so for how long?
I gather from the manual that the key to high supply is four hexes from a town at the end of a good road or rail line (or an airfield?), plus proximity of unit's HQ. Is there anything you can do other than this to increase supply levels for the panzer groups? With engineers for example?
Is the HQ supply bonus applied once and once only at the end of turn, or is it applied in some way during movement/combat?
I've found so far that biggest problem tactically is dealing with small units in the way in towns etc. Just attacking them head on doesn't seem to work fast enough 'cos they just retreat unless they are week enough that you can steamroller them with RBC's. Even then they seem to stick next to the road like glue exerting ZOC and slowing your column down. For RtM II I would like to try some more sophisticated tactics to deal with this. I have thought of two ideas. One is to create a horseshoe like formation to eject the defenders two hexes away from the road as quickly as possible (following infantry can capture them later). A complete surround seems to take too long. The second is idea I had was to split one fast unit using the parts to recon ahead of the column and to try to take evasive paths round defenders where possible. I would be interested in any tips on this question since success in this scenario seems to be all about speed.
This looks like a pretty damn good game to me BTW.