How hard is the German first turn ?

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Philippeatbay
Posts: 867
Joined: Wed Dec 03, 2014 12:27 pm

How hard is the German first turn ?

Post by Philippeatbay »

Since there's a growing urban legend that things are too difficult for the Germans on the first turn, I thought I'd post

a few screenshots of what things can look like after the initial attack.

This is not neccessarily the best way for the Germans to go about Turn 1, but having seen this might help if you're

having trouble launching the first turn assault against the AI. Don't try this against a human player.

This is being played on Historical, No Geneva Convention, Tougher Soviets.


Image



Army Group North is setting up a large encirclement in the forest along the Nieman between Kaunas and Tilsit. The jaws of

the trap will snap shut on Turn 2 when some of the armored units to the north of the Soviet 8th Army will move beyond

Kaunas, probably to attack whatever is still in the hex northeast of Kaunas. At the same time the 7th Panzer Division

from Army Group Center will close the bottom of the encirclement by moving between Kaunas and Vilnius (and around the

Soviet 56th Infantry Division if neccessary).

4th Panzergroup's Panzer and Motorized Divisions are positioned to form a solid line two hexes away from their

headquarters (which hasn't strayed from the road). Never go somewhere or attack something just because you can: fuel is

in short supply and you need to have a reason to burn it.



Image


3rd Panzergroup from Army Group Center has a major and a minor task. The minor task is to support the southern flank of

Army Group North with two infantry divisions and two fast divisions driving towards Vilnius and threatening to encircle

the Soviets defending Grodno.

It's main function is to encircle the troops defending Bialystok. 9th Army starts the ball rolling by clearing part of

the way west and south, then pairs of units start chipping away at the positions northwest and west of Bialystok until

the Germans can position a line of units that reaches into the woods to the east of the swamps.

9th Army Headquarters ends up in the same hex as 3rd Panzergroup's. 9th Army is supposed to hem the Russians in to Bialystok,

but has a tricky assignment because if it attacks in the wrong order or from the wrong directions, it can actually make

the Russians retreat into the way of 3rd Panzergroup's encirclement. But it also needs to clear the way for a shorter

supply route to 3 Panzergroup, so it must push the Soviets back all along the line.

4th Army has a critical task. A couple of its divisions need to open a small avenue southeast of Bialystok for the 29th

Motorized Division from Panzergroup 2. While it's doing that it should be able to form (and crush) an encirclement of

Soviet troops southwest of Bialystok.



Image

The key point here is that Brest-Litovsk has been surrounded but not assaulted. The first attacks were to the south of

the city, with mobile troops attacking around and behind it (and driving some of the defenders into Army Group South's

sector. After that infantry attacks were made north of Brest-Litovsk towards the northeast, then armored units moved in

to join in attacks that completed the encirclement.

2nd Panzergroup headquarters stays on the road within four hexes of all its units. Brest-Litovsk is attacked from six

directions on Turn 2.

The crucially important move is to slip the 29th Motorized Division to the north to attack an already shattered cavalry

unit. It doesn't need to kill it, it just needs to isolate Bialystok.



Image

Sometimes a couple of divisions of the 6th Army can drive Soviets away from the theater border with Army Group Center,

but it isn't always necdessary.

Army Group South's mission is to take Lvov. To do that it needs to capture Przemysl and establish a shorter supply line

between Krakau and 1rst Panzergroup. There are a couple of ways to do this, but the simplest is to clear out all of the

double track train lines. Since this may prove difficult on turn one, at very least push the Soviet line back after

capturing Przemysl. In this example the 1rst Panzergroup headquarters will have a supply line that won't run through

Lublin on turn 2.

17th Army made several encirclements on the first turn, but managed to clear out all of the pockets except one (which

wasn't encircled yet).

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RandomAttack
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Joined: Thu Jul 23, 2009 8:44 pm
Location: Arizona

RE: How hard is the German first turn ?

Post by RandomAttack »

Neat! Good advice. Not sure about the "urban legend" thing though. Most of the comments I've seen (and made) are stuff about mechanics that are buffed to give the AI an advantage. Things like:
- Soviet full entrenchment values on first turn (when it's -50% in Hotseat/PBEM)
- Soviet base morale of 60-- really? When German is "only" 50...
- Major Garrisons that almost require the use of Siege Artillery that can never keep up. Try investing RIGA (only 4 hexes to attack from) with a Major Garrison and a bunch of other units. I surrounded it with the entire 18th Army with Theatre Arty support and it took 5 turns and a bunch of casualties to get it. Esp. since apparently no RR conversion takes place with Decisions "OFF" (still needs to be confirmed)-- so no chance at Siege Arty.
- Soviet Army leaders mostly with a bonus rating of 50%. Sooo, ALL these purge survivors are only 15% less effective than Hoth, Guderian, etc.?? Admittedly doesn't have much effect early as the Soviets can't attack much.

I understand the need for balance, but how about starting out with a "historical strength" mode or something and then raise the difficulty settings from there. What good is a historically accurate OOB and a wonderfully complex combat engine if the units/modifiers are then buffed to get desired results because the initial advance is "too easy"? So give 'em more reinforcements faster or something, don't tweak them up into something they weren't.

But Cameron chimed in awhile ago and indicated he might add a mode without some of the buffs, so we'll see when the patch goes official. Hopefully soon! [:)]
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