First my overall strategy is too rout/attack as little as possible, but encircle as much as possibly along with deep panzer thrusts. So the infantry can on turn 2 attack as many isolated units as possible to make them surrender, as opposed just to rout/retreat them. So i wont run into the units later or the personel in them.
I use the infantry to punch the holes for the mot/pz unit to conserve their movement for as deep thrusts as possible.
Then move in the mot/pz units to create the encirclements. Last i move in the inf to try and ZoC out as many units as possible in the pockets to keep them inside the pockets.
Only place ill attack more than "needed" is to clear the RRs that my FDB unit needs. Getting as much of RR repaired as fast as possible will pay of later.
Importand tip. If and when i rout units. If they fall inside what will become pockets i avoid moving adject to them, if at all possible.
Why? cuz all it does it make them rerout many times out side the pockets, tho with a 10% retreat attrition.
If in instead keep them in the pockets they will shatter if isolated causing more casulties and most importandly removes the units from the game. One less unit to be a stopping block later on, causing how ever slight delays.
Picture of AGN at end of first turn.
I run a double enveloping pincer on the units SW of Riga along with pz thrusts to get crossings on the Daugava so i can get to Pskov ASAP to avoid them starting bulding a line at the Velikaya river.
There is a reason i so the double envelop pincers on the troops SW of Riga. The coast to connest to ports and the russians control the Baltic to any units with acces to those wont get isolated. So its importand in order to make them surrender in turn 2 to cut them off from the sea. Hench the double pincer movement.
I see no reason to get to Riga per say or cut if off either as its a port and same will be true for any units "caught" there.
Also it seems the AI evacuates Riga if u dont so that means that i on turn 2 have no stopping block there and can march on to Leningrad at the cost of not get a route on a single div. Good tradeoff in my book.
Note that i avoid going adject to the routed units making the enveloping pincers, keeping them in the pockets. Also note the moving in of inf to ZoC out as much as possible the good order units so they cant run to the sea/hugging up with other pockets to get a supply line going.
Thats it for the first post.














