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Pelton vs Bozo 1.07.12 game called until public .13

Posted: Sat Dec 14, 2013 10:40 am
by Peltonx
41-45 Alt 260 Server game.

random weather
HQ Lock
Full FoW
Reduced Blizzard Effects

No HQ and air field spam, 1 bombing attack per turn max.

To retain the threat of paratroop operations, but to bring this within the plausible in terms of Soviet capacity, no drops before November 1941. One a month up to June 1942 and then unlimited. However, you can 'save' drops, so if you don't use one, it can be used in the next month.

No naval invasions before November 1941, none outside the 1939 Soviet borders before January 1943 In addition if Sevastopol is either isolated, or in German hands, none west of the Crimea – which reflects the scope for air/naval interdiction not really reflected in the game.

T-1 Standard opening.

Air Power Settings.

% Required to fly = 0%
Interception should be 0=0
All Support 125% and escort setting at 125%
All intercept set to 160%
Move JU87 into fighter bases.
Bombers into the remaining bases.
Transports in a single airbase. 1 in north and 1 in south. The 1 in AGC move to AGS

Turn ground support off at end of your turn.

Unit set-ups.
Set ToE of HQ’s and Airbases to 93%,
ToE of AA, Art, Stug, pioneers, and MG to 53%
ToE of Con and FZ’s to 63%.
Set all infantry ToE to 85%. 85+ morale to 100%
PZ, MoT and Mech to 85%.

RR;
One north
One to land bridge
One to Minsk
Two Rumanian then split to Kiev or crossing.


1. Change OKH leadership
2. Turn one do all border attacks first.
3. Bomb front line air bases after all ground units have attacked/moved.
4. Over run airbases then bomb whatever left.
5.






Opening Offensives AGN.

Extra RR unit help Northern RR unit the first 2 turns, then return to AGC and build to land bridge.

AGN:

Basically infantry clear the front.

36th 54-40 move HQ’s
Add SU’s to 6th and 1st move to 58-34 air attack city then turn on GS- HA
36th HA 22nd divisions if needed it will route.
3rd mech 54-40 east to 62-38 then cross
8th 54-40 then to 64-40
Do air drops



AGN: Right hook is 100% possible still and probably best idea.

1. Get across the Pskov by turn 3. Turn 2 is the best.
2. HQ up on turn 4.
3. Infantry punch through and panzers cut rails.
4. Clear the rail line on the Daugava river to Vitebsk by turn 5.
5. 9th Army needs a solid front below Pskov to Vitebsk by turn 5
6. Should be across the Luga by turn 5.
7. Then pound it out to Leningrad.
8. Once Leningrad is taken pull the panzers to AGC.
9. Fins man 6 hexes and send rest back to homeland.
10. Model run I Corp, should be 4 90+ morale units
11. Move I Corp into 4th PG during Blizzard
12. Move II Corp into 1st PG during Blizzard.













Opening Offensives AGC

1. RR unit must go east to Minsk, cross river and
2. 2th Army needs to be reinforced and link with 9th Army from AGN
3. 2nd and 3rd Panzer group get to land bridge by turn 3. Then keep pushing east with 2nd and 4th Armys.
4. Start grinding towards Moscow. At some point asap a southern push has to be made on Tula. Hopefully with help from the panzer Corps from AGN and AGS.

AGC North side:

VI Corp will attack Kaunas
20th MD 61-40 60-39 61-39 62-38
20th PD 62-43 64-42
7th PD 65-42
19th PD 61-51 63-53 66-54 end 66-55
18th PD 60-53 63-54
12th PD 65-57 66-58
18th PD 60-53 63-54
12th PD 64-58
288 to 56-55?


AGC south side:

23rd clear 48-64 O= occupy
7th clear 49-65 O
258th clear 50-65 O
268th to 51-66
292th to 51-69
263th to 51-67
112th, 293 to 50-67
137 to 51-67 then all 4 divisions DA Breast.
78 to53-64
17 51-74
XII 51-73 DA then block 52-74+51-74
134 54-67
252 54-65 HA
131 55-66 ha
167 55-66 ha
29 MD 56-65 then 60-62 ha MP’s left over to block where needed after PZ divs move.
18 PD 56-61 then 61-60 then assault east
17 PD finish up pushing east.










Opening Offensives AGS.

AGS:
Get FBD-1 on a train and get to border.
267 55-74
62+56 54-74 DA
255 55-75 DA
56 53-74
100 JG 50-77 DA
296+97 JG 51-77 DA
299+99 JG 51-78
101 52-78
ADD 2 POINEERS TO 1ST MT
1ST MT+68+24 51-79 24TH TO 52-80
71 53-80
ADD MG + ONE OTHER TO 1ST CAV
1ST CAV 57-76 GD 56-76
262 53-81
75 51-81
DR + 10TH PZ ADD POINEERS ECT
57-82 BLOCKING AROUND 62-82/ 61-83
Rest of infantry fill in holes.
16th 57-79 ect
10th 4th 3rd close extended pocket
11th to 60-93
Put in 13th in 3rd Corp now.
13th 62-86 62-87
14th 62-90 62-91


AGS main objective is release of AGA


1. Spearhead on turn 2 must be south of Proskurov. RR units coming from Romania to Vinnitsa.
2. Move the FBD-1 south on turn 1. Both FBD team up until they cross Dnepr.
3. 2. Get across the Dnepr river by turn 4 or 5. Clear as much land as possible to the river before turn 5.
4. Must have Stalino locked down by turn 7-10. ASAP send Panzers to AGC to finish off Moscow. At least 6 divisions.
5. 7th Army will link with 4th Army from AGC, 6th Army will follow 1st PG.
6. One Corp from 11th Army will clear Odessa then hold Crimea. MT units from Romanian and Hungary will help.
7. Romanian and Hungarian units will garrison all city’s in south, send any German Security Divisions north.



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RE: Pelton vs Bozo 1.07.12

Posted: Sat Dec 14, 2013 5:34 pm
by A game
Should we call this the "Pelton Primer"? [;)]

Thanks so much for taking the time to explain all your tactics!

Who would you recommend for the OKH promotion?

RE: Pelton vs Bozo 1.07.12

Posted: Sat Dec 14, 2013 7:08 pm
by Peltonx
ORIGINAL: A game

Should we call this the "Pelton Primer"? [;)]

Thanks so much for taking the time to explain all your tactics!

Who would you recommend for the OKH promotion?

The guy with the highest morale rating of course.

RE: Pelton vs Bozo 1.07.12

Posted: Sun Dec 15, 2013 1:16 am
by Peltonx
Turn 2

I will not be posting turn 3 until I get turn 7, just the way I do it do the other guy can post.

AGN standard stuff.

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RE: Pelton vs Bozo 1.07.12

Posted: Sun Dec 15, 2013 1:17 am
by Peltonx
AGC standard

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RE: Pelton vs Bozo 1.07.12

Posted: Sun Dec 15, 2013 1:17 am
by Peltonx
AGS standard stuff.

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RE: Pelton vs Bozo 1.07.12

Posted: Sun Dec 15, 2013 1:18 am
by Peltonx
T-4

RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 8:05 am
by Bozo_the_Clown




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RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 8:31 am
by carlkay58
Nice counterattack on Turn 2 Bozo. Both sides lost good chunks of their AFVs - something that helps out the Soviets at this time.

RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 11:21 am
by Flaviusx
The amazing thing is that you actually had an opportunity to get some Soviet 41 armor into a big deliberate attack like that. Doesn't happen often, the MPs usually aren't there -- they practically have to be right next to the enemy to do this.

But you may be awkwardly exposed in the following turn.

RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 6:23 pm
by A game
I had a game against Bozo where he counter attacked continuously through 41', its hard to say if it really makes much difference in the end. He lost a lot of KIA through combat resolution and if you are not extremely careful and good at reading the panzers it can lead to pockets.

It did slow my advance somewhat, but I still had a fairly typical late 41 with leningrad captured and pushing up to Moscow and Rostov.

Btw good luck Bozo, may you get many turns of mud! [;)]

RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 7:52 pm
by Peltonx
We will be restarting this one because of the logistics bugs seeing we have only wasted 2 turns and here we go with my 100+ boring turn 1 and 2 here we go.

tm.asp?m=3498040

Everything looks amazing when they other guy is not getting fuel, ammo or supplies.


But yes very nice counter attack Bozo you are a skilled SHC player which should really test .12 the way it needs to be pushed.

It is likey we will hit more bugs as this is beta and I can find a bug in a truck load of apples.

So expect more delays or restarts

RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 8:48 pm
by Bozo_the_Clown
But yes very nice counter attack Bozo you are a skilled SHC player which should really test .12 the way it needs to be pushed.

Thanks. Kind words. I was trying to find a counter for your Leningrad push. My goal for T2 was to push you back over the Velikaya. 16th army was basically setup as a trap. I put airborne brigades security divisions and armor in front of the river to slow you down. T3 you have to attack across the river again. Also you would have to make a decision whether to do HQ buildup or not. It's an interesting situation. I'm just posting the screen to show what I did now that we know that the game has to be restarted. I would be interested in your comments and comments from other people what they think about this.



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RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 8:53 pm
by Bozo_the_Clown
We will be restarting this one because of the logistics bugs seeing we have only wasted 2 turns and here we go with my 100+ boring turn 1 and 2 here we go.

I would like a restart but I would like to wait until .13 comes out and not the beta version. I won't play beta versions anymore. I just don't have the time for bug hunting as important as it is. This situation with our game has been very frustrating. All these hours gone to waste.

RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 9:07 pm
by Flaviusx
Bozo, that is a very fine setup. The only thing I would do differently is to put something in the swamp hexes just east of Pskov. Which can be tricky on turn 1 with limited movement, granted.

RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 9:23 pm
by Bozo_the_Clown
The only thing I would do differently is to put something in the swamp hexes just east of Pskov.

Good point. I did exactly that on T2 after the counter-attack but it would have been smarter to put those two airborne brigades into the swamp on T1. I had a tiny bit of hope that he wouldn't even make it over the Velikaya. But not only did he cross the river were the HQ is but also attacked all three hexes surrounding it. The counter-attack with 16th army under Vatutin was really a piece of cake because one of the hexes could not be flipped and the tanks could get into position with 16 and 17 MPs. The retreat losses were extra high because there were two units in front of two units with no other hex to retreat.

BTW, the STAVKA divisions were properly assigned to armies. That just happened after the screenshot. Don't like those penalties. [;)]

RE: Pelton vs Bozo 1.07.12

Posted: Mon Dec 16, 2013 9:54 pm
by Peltonx
Very much like to Tarhunnas set-up.

I always do a HQBU on turn 4, so 3 and 4 are waiting on infantry and setting up for turn 5.

So really if you defend light or hvy on turn 2 its not going to matter much, in our game I was short 5-15 MP's turn 2 so the push over the river would normally be with 5 divisions ect like vs Saper222

3 or 4 divisions can clear the screens and then cover flanks with 2 or 3 divisions attacking across then the rest exploit over.

Saper had screens ext and allot more CV's 10 -15 on other side of river.

I really have no idea which is better, but it makes little difference IF the units have normal MP's.

When I played MT and Flaviusx I had 3 less panzers then my new northern push, now I can get over no matter what is railed in and stay over.

Turns 3 is set up for HQBU's so panzers can only push 3 hexes from Pskvo and infantry move up.

Turn 4 infantry start hitting the lines 1 PZ Corp supports and gets air drops the other 2 HQBU.

Turn 5 infantry hit the lines and panzers exploit, if your defences are not very good I can push north or south of lake.

I push again turn 6 if I am making good head way I keep going turn 7+

If not 2 panzer Corp head south and 1 supports 16th and 18th armys.

vs Bobo once he shifted units south I simply shifted panzers back north and did a right hook before he could stop me.

It works vs average or newbie SHC players vs good ones 50/50

The real fight is on turn 5 and 6.

Saper222 screen shot, highest CV defences I have yet to see turn 2.

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RE: Pelton vs Bozo 1.07.12 game called until public .13

Posted: Sun Aug 23, 2015 6:03 pm
by Bozo_the_Clown
Once 1.08.05 is released and available on Steam I would like a restart of this game as you promised with the same house rules.

RE: Pelton vs Bozo 1.07.12 game called until public .13

Posted: Sun Aug 23, 2015 7:23 pm
by Peltonx
ORIGINAL: Bozo_the_Clown

Once 1.08.05 is released and available on Steam I would like a restart of this game as you promised with the same house rules.

tm.asp?m=3869781

1941 GC Sudden Death only

Server game
Locked HQ Support
Full FOW

House Rules:
No Para drops
No bombing of air bases more than 3 times a turn (after turn 1)
No bombing of HQ's unless stacked with a ground unit
No naval invasions before November 1941, none outside the 1939 Soviet borders before January 1943
In addition if Sevastopol is either isolated, or in German hands, none west of the Crimea,
which reflects the scope for air/naval interdiction not really reflected in the game.
30 day rule = no turns in 30 days by one player the other wins by default.

Additional Auto VC:
If the Axis player holds
Leningrad, Moscow, Voronezh and Rostov concurrently at any time in 1941 he wins
an Auto Victory. No need to waste any ones time as we all know the end results based on past games if these cities fall in 1941.

Optional Rules Setup:

Mild Blizzard Rules
Random Weather
No 1-1 = 2-1

Looking for 4 veteran players.

Start once the current round of .03 is done or I know they are done, but they don't.

Only redo's at this time would be: MT, Hoooper, Kamil and TDV my losses. Then morvael, then draws ( BrianG and Bobo ), then veteran players I have yet to play.

Thanks

1. VigaBrand
2. Callistrid
3. mattp
4. Bozo_the_Clown

RE: Pelton vs Bozo 1.07.12 game called until public .13

Posted: Sun Aug 23, 2015 7:28 pm
by Peltonx
Very busy until October, not sure when .05 is going public.

Will have to wait until then + I can only do 5 at once and have 3 on going and your 4th on list.

So unless 1 of the 3 end soon which I don't see happening or 2 of the 3 ahead of you don't respond once it is released you have to wait longer.

Sorry