I’m paranoid about putting up an AAR, because my first GC’41 opponent was reading my AAR back when I was a rank newbie (he told me after he resigned), and our acquaintanceship got strained thereafter, and it was not a good experience. This is why I won’t play PBEM games – some people will cheat just because they can.
Cannonfodder (probably abbreviated CF hereafter) and I played a GC’41 to about Turn 13 when I resigned (as Axis). We had suffered the air war bug where Soviet planes were using German leadership values in air combat, and my Leningrad air campaign felt as though we were flying in formation into the sides of mountains.
My attitude toward the game right now is that it’s very stressful to play the Axis – you have to do X number of casualties and Y number of armament factories, and perhaps Z number of manpower points removed from the Soviet. I’m not sure what those variables are, but regarding armaments, you only have 17 turns, and then that aspect of the game is untouchable, for all practical purposes.
I’ve determined that I’m really not good yet as an Axis player (I’m not sure I’m good as Soviet either, under 1.05). Last game against CF, I did well on encirclements for the first few turns (because it was his first GC, and he didn’t have the nuance of defensive positioning down yet) but I blew it in a few ways that I’m not going to get into here. I don’t cover terrain as quickly as I should, despite generally understanding mechanics pretty well.
This game, I’m going to try to be faster, but I’m setting goals as follows, for 1941:
1) Leningrad
2) 3.5 Million casualties
I’m not going to prioritize armament factories for 2 reasons: First, it’s relatively easy for the Soviet to move armaments, simply because Soviet players have done the math: Other factories can afford to be lost. This is insanely bad for the game, regardless of how historically realistic it may be. Certain aspects of hindsight create too much leverage for the gameplay to mediate. Lvov pocket is one example, and the factory movement routine is another. I’m not really smart enough to know how to balance those, and I’m not going to dwell on them too much.
My feeling is if I get caught up into the armaments target goals, I’ll be very unhappy with my performance (because I’m not that quick) and because I’ll end up ceding my goals to the designs of the Soviet evacuation. I also feel strongly that the factory raiding is very bad for the flavor of the game, so let this be a test case of not worrying about it and seeing how my outcome differs from others’.
I started Turn 1 fairly standard. Riga, toehold across the Daugava. I wonder if the port west of Riga can be re-taken, but I doubt it.
In the center, my sole goal was to ensure all of my Turn 1 encirclements hold, and I think I’ve accomplished that.
In the South, I studied very very carefully Bwheatley’s incredible “Expanded Lvov Pocket” but I decided that I could not accomplish it. However, I saw the benefit of adding more mobile elements in the south, and I brought down the customary corps from Panzer Group 2, pluse an additional motorized division. I might have actually screwed up the Lvov pocket in the very far south, but I’m not sure. Certainly the center will hold, and so if he manages to get that opened, I can still close it on Turn 2.
Not much to talk about on Turn 1, really. So here’s a whole-front screen shot, and I’ll address things more directly starting on Turn 2, once CF has had his chance to upend my plans. I’ve just opened Turn 2, and so while I get ready to do stuff with it, here’s how the end of Turn 1 looked.
Thanks for reading.
Helio (aka Dane)
