FITE2 (gliz2 vs gliz2) final
Posted: Tue Jun 26, 2018 1:10 pm
On 3 Jan 2019 I have restarted this scenario after the latest update.
The initial setup:
-> I plays vs myself
-> All the new rules are on
-> Intelligence is on low (decreased from medium)
-> If in the result of a battle the enemy is destroyed or had to withdraw but the attacker had not been able to move onto the hex the defender cannot move into the hex next turn. This is the rule I have always used playing boardgames and there is a clear logic behind it. In reality there are no hexes or movement points. The fighting is done in the perimeter and once the enemy is overrun the perimeter is secured. Therefore I think it makes a lot of sense to cheat the engine by introducing this rule.
Special House Rule for T1&T2
-Soviets are limited in movement. They cannot do strategic movements.
Special House Rule for blowing up bridges
-Bridges can be blown by dug up units or any frontline unit. Not dug up HQs, MPs, Flaks etc cannot blow up bridges. This represent the historical approach. I find this rule extremely important as this prevents players from blowing up multiply bridges while moving an AT supporting company or a HQ Staff unit.
OKH (Germans)
I have decided to do a rush for bridges on Berezina and Dvina rivers (Riga-Pskov line) and to rush for Svislach river (south of Minsk) bypassing Minsk and pincering with most of my Motorized and Panzers for Smolensk.
The ultimate goal is Moskov, secondary objectives are Kiev and Leningrad.
The above 80% Pz and Mot thrust should allow for hitting the Soviets before they be able to organize defence.
General remarks
1. Player should always use the power of encircling of the enemy. I have found it to be the key to delivering devastating blows and creating gaps in enemy lines. Divide your units into 3 and use them for encircling the enemy. Thus you will be able to get the bonuses from attacking from all sides (or at least 4 sides) plus the encircled units will be much easier to be destroyed.
2. Plans are useless but planning is the key (plus using the center of gravity theory).
Plans usually crumble the moment they are started being executed. However all the planning is the key. The good planning provides for an exercise of logistics and both strategy and tactics. Where to best hit the enemy? How to best do it? What means are necessary to deliver?
And what are the alternatives?
3. Being flexible. So your master plan went to hell as the bridges were blown by the enemy and the Panzers were bogged into some unimportant mop up fighting? What to do now you may be asking yourself. Adopt, adapt and improve maggot! Check point 2 above, gather the means to execute the new plan and prepare for another failure. Repeat the exercise till you drop
The initial setup:
-> I plays vs myself
-> All the new rules are on
-> Intelligence is on low (decreased from medium)
-> If in the result of a battle the enemy is destroyed or had to withdraw but the attacker had not been able to move onto the hex the defender cannot move into the hex next turn. This is the rule I have always used playing boardgames and there is a clear logic behind it. In reality there are no hexes or movement points. The fighting is done in the perimeter and once the enemy is overrun the perimeter is secured. Therefore I think it makes a lot of sense to cheat the engine by introducing this rule.
Special House Rule for T1&T2
-Soviets are limited in movement. They cannot do strategic movements.
Special House Rule for blowing up bridges
-Bridges can be blown by dug up units or any frontline unit. Not dug up HQs, MPs, Flaks etc cannot blow up bridges. This represent the historical approach. I find this rule extremely important as this prevents players from blowing up multiply bridges while moving an AT supporting company or a HQ Staff unit.
OKH (Germans)
I have decided to do a rush for bridges on Berezina and Dvina rivers (Riga-Pskov line) and to rush for Svislach river (south of Minsk) bypassing Minsk and pincering with most of my Motorized and Panzers for Smolensk.
The ultimate goal is Moskov, secondary objectives are Kiev and Leningrad.
The above 80% Pz and Mot thrust should allow for hitting the Soviets before they be able to organize defence.
General remarks
1. Player should always use the power of encircling of the enemy. I have found it to be the key to delivering devastating blows and creating gaps in enemy lines. Divide your units into 3 and use them for encircling the enemy. Thus you will be able to get the bonuses from attacking from all sides (or at least 4 sides) plus the encircled units will be much easier to be destroyed.
2. Plans are useless but planning is the key (plus using the center of gravity theory).
Plans usually crumble the moment they are started being executed. However all the planning is the key. The good planning provides for an exercise of logistics and both strategy and tactics. Where to best hit the enemy? How to best do it? What means are necessary to deliver?
And what are the alternatives?
3. Being flexible. So your master plan went to hell as the bridges were blown by the enemy and the Panzers were bogged into some unimportant mop up fighting? What to do now you may be asking yourself. Adopt, adapt and improve maggot! Check point 2 above, gather the means to execute the new plan and prepare for another failure. Repeat the exercise till you drop
