Do you want total war? An AAR-Guide for Axis player
Posted: Sun Mar 03, 2019 8:35 am
Do you want total war? An AAR-Guide for Axis players[1]
Due to the forum update, the Guide has lost its images. Most of them can be found in this thread: https://www.matrixgames.com/forums/view ... 1&t=327794
If you are interested in reading this guide, please PM me, and I will update the image links.
Table of contents
1. Introduction
2. Terms and abbreviations
3. Analysis of the Axis player’s aims and the overall conditions
3.1 Aims of the Axis player
3.2 Paths to reach those aims
3.3 Important dynamics in the game
3.4 Formulating a strategy
4. Conducting operations
4.1 Supporting tools
4.2 Retreat path manipulation
4.3 Formation of pockets
4.4 Design of the first turn
4.5 A new first turn
4.6 First turn air operations
4.7 Air operations after the first turn
5. Tactics and use of the game engine
5.1 Handling of support units
5.2 Ground unit morale management
5.3 Replacement flow management
5.4 Admin point spending
5.5 Structuring the turn
5.6 Winning combats
5.7 Rail construction
5.8 Supply management
6. Two short AARs
7. Miscellaneous
Note there is also a condensed version in German!
1. Introduction
The writing assumes WitE versions 1.10.00 to 1.11.03 and, even though some points can be applied to other situations as well, the GC1941 default scenario, meaning that 290VP are required for Axis decisive victory.
The focus of the AAR-guide is on the Axis campaign in 1941 before the onset of the blizzard in 1941, which is in T25 if playing under default weather, with the aim to present theoretical ideas together with case studies and practical tips to aid new Axis players to improve their campaign, especially against human players.
Obviously, it as an impossible task nor would I be qualified for to write a definitive guide on WitE, therefore this is naturally an non-exhausting resource which surely has many points worth improvement.
The information presented below in text and image is based on official resources (manual), own tests, experience, analysis of AARs and from following discussions, actively or passively, on various channels. Naturally, not everything here can be claimed to be original thought, I tried to give credit where suitable.
I am grateful for both suggestions for improvement regarding the content, and, being a non-native speaker, remarks if I have completely screwed up some things language related
2. Terms and abbreviations
SU=support unit
HQ=Headquarter
herding=force enemy units to take a certain way
SL=support level
[1] In allusion to the infamous Sportpalast speech of 1943
Due to the forum update, the Guide has lost its images. Most of them can be found in this thread: https://www.matrixgames.com/forums/view ... 1&t=327794
If you are interested in reading this guide, please PM me, and I will update the image links.
Table of contents
1. Introduction
2. Terms and abbreviations
3. Analysis of the Axis player’s aims and the overall conditions
3.1 Aims of the Axis player
3.2 Paths to reach those aims
3.3 Important dynamics in the game
3.4 Formulating a strategy
4. Conducting operations
4.1 Supporting tools
4.2 Retreat path manipulation
4.3 Formation of pockets
4.4 Design of the first turn
4.5 A new first turn
4.6 First turn air operations
4.7 Air operations after the first turn
5. Tactics and use of the game engine
5.1 Handling of support units
5.2 Ground unit morale management
5.3 Replacement flow management
5.4 Admin point spending
5.5 Structuring the turn
5.6 Winning combats
5.7 Rail construction
5.8 Supply management
6. Two short AARs
7. Miscellaneous
Note there is also a condensed version in German!
1. Introduction
The writing assumes WitE versions 1.10.00 to 1.11.03 and, even though some points can be applied to other situations as well, the GC1941 default scenario, meaning that 290VP are required for Axis decisive victory.
The focus of the AAR-guide is on the Axis campaign in 1941 before the onset of the blizzard in 1941, which is in T25 if playing under default weather, with the aim to present theoretical ideas together with case studies and practical tips to aid new Axis players to improve their campaign, especially against human players.
Obviously, it as an impossible task nor would I be qualified for to write a definitive guide on WitE, therefore this is naturally an non-exhausting resource which surely has many points worth improvement.
The information presented below in text and image is based on official resources (manual), own tests, experience, analysis of AARs and from following discussions, actively or passively, on various channels. Naturally, not everything here can be claimed to be original thought, I tried to give credit where suitable.
I am grateful for both suggestions for improvement regarding the content, and, being a non-native speaker, remarks if I have completely screwed up some things language related
2. Terms and abbreviations
SU=support unit
HQ=Headquarter
herding=force enemy units to take a certain way
SL=support level
[1] In allusion to the infamous Sportpalast speech of 1943
