This game started as something of a "grudge" match. After viewing the excellent AARs posted by notenome and ComradeP on their CG 41-45, and reading some of their related posts in the main forum, I challenged some of the conclusions they reached, based on their experiences therein. In particular, I felt that they were giving the Axis side short shrift, since I didn't feel that Pieter (the Axis player) was playing to the Axis' strengths. One thing led to another and before too long I was asked for "proof" that the Axis should be played differently, and as I felt, better.
Thus, this game...[;)]
Please don't misunderstand the depth of respect that I have for both Pieter and notenome. I greatly appreciate the time and effort that they have put into their respective AARs, and have learned a great many things from reading them and analysing their playstyles - both what to do, and what not to do. They have done a great service to the community in showing what might be accomplished by both sides. Notenome's play as the Soviets has shown a steady progression in skills, and has been widely praised by some of the more experienced players and beta testers. Pieter's opening turn was very good and he showed a willingness to try a variation from the original OKH plan, by diverting a large portion of 2nd Pz Gp to assist in the south, emphasizing a Ukraine first strategy. That the game sort of got away from him was due in no small part by notenome's excellent grasp of the mechanics of the game, and extremely fast progression along the learning curve.
However, now that I've come and praised Caesar, it is time to bury him...
To the game!
My first turn was fairly typical of most of my Axis games. I feel that the original OKH plan of a three pronged attack, though somewhat ambitious in its ultimate goals, had the best disposition of force given the realities of the time. I plan to start the war with virtually all of 2nd and 3rd Pz Gruppen striking along their original avenues of attack. This is because there is nothing that will panic a Soviet player more than the thought of losing Moscow. A strong thrust in that general direction will cause the Soviets to guard against the loss of the capital in 1941, and will likely pull forces from other fronts deemed less important. This will, in turn, lead to weaknesses in Soviet defenses that can be exploited by the early war advantages in mobility, and the ability to concentrate force, that the Axis possess. The Soviets cannot defend everything in depth, and will be forced through destruction and displacement to give up territory.
Of course, no war in Asia was ever won by simply capturing the land. The enemy armies must be crushed, and the enemy's ability to continue waging war must be severely reduced. The quick capture of as many population centers, industrial complexes, and resources will be necessary in order to prevent the Soviet army from growing as fast, and as powerful as it has in many of the games that have been shown on the various AARs. By adhering, at least at first, to the general OKH plan, my two Pz Gruppen in AGC will be able to execute a variety of manuevers, depending of the changing fortunes of war. They can help with a "Right-hook" against Leningrad, an unhinging of the Lower Dnepr River line (Kiev pocket), continue thrusting against Moscow, or grab other targets of opportunity. Or, so is the plan...
The turn opened up with a couple hundred recon flights, bringing the enemy airbases up to Det10, and identifying unit types for virtually every unit that I would run into, over, or have to contend with as possible counterattackers during my opponent's first turn. In most of my PBEM turns, I generally run between 100-300 recon flights per turn to gauge where my opponent's force lie, where his CAP is flying, how strong his airfields are, what types of planes I might be meeting during my own battles, etc. An intimate knowledge of your enemy is the first step in defeating him.
After my recon flights are over, I bomb the enemy airfields, from the frontier to as deep as my Ju-88 and He-111 bombers can reach. I want to maximize casualties amongst his air units this first turn. Especially, against any long-range bomber bases. After a few of the AI chosen air missions set at the 50% required to fly mark, I start dialing down the %, and run subsequent sorties with more individual control. I've seen some players do a great job of maximizing the losses to the enemy air, getting upwards of 6000+ enemy airframes destroyed in the first turn. However, I find that there is generally a point of diminishing returns past about 5000-5500, and I like to keep my planes a bit more fresh for ground support both in my turn, as well as during the enemy turn, to ward off counterattacks. I've heard that Pieter is a fairly aggressive Soviet player, and I want to leave him a few targets to attack during his turn, to gauge his playstyle.
The next few posts will show the ending positions at the end of my turn. Since this screenshot shows the air losses at the end of the turn, it includes some losses due to overrunning enemy airbases, air-to-air combat, ground support missions from both sides, etc. In other words, it is not exclusively the airbase bombing that caused these losses.















