Game of Coronas Team Game - Both Sides
Posted: Wed May 20, 2020 12:02 pm

What's your Strategy?
https://forums.matrixgames.com:443/

Definition of Command and Control
Control - can move (but not air transfer airgroups), HQ Buildup, conduct attacks/missions, and toggle fighter/bomber missions
Command - can reassign their command (air transfer for airgroups), change air group range settings, toggle day/night missions, change leaders, and, unless otherwise stated, control
-Where an airbase contains airgroups under a different control or command, the airbase cannot be moved until the airgroup is air transfered out by it's commander or they decide not to do so, it's controller decides not to use it that turn, or the mission for which control or command has been reassigned is complete/ no longer applies
-SUs cannot be assigned "To" a unit where that means an SU can be pulled down from an HQ not in their command without allocations saying so
-SUs can be assigned "From" an HQ/direct assignment in your command
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Sequence of Play
1 Before Turn Starts
1.1 Other Commanders notify, at their option, requests (and reasons). In particular they may want to indicate any HQ Buildups, need for air transport, setting of airgroup ranges at start, SUs, etc.
1.2 Chief of Staff allocates to each other Commander
-Their go in the sequence for that turn, which can be altered by the team manager
-Maximum points they can spend
-Maximum rail cap they can use
-Which units are in their command, can assign to their command, and which in their command they cannot reassign, must reassign or can disband
-Which units in another command they can control
-Instructions on specific units or leaders
-Which airgroups in their command they cannot send to national reserve, do not control, or can swap equipment of
-Which airgroups not in their command they can assign from national reserve, transfer to their command, or control
-Which leaders not in their command they can appoint to within their command - as there are so many the list will not be exhaustive
-Geographic boundaries between commands and any instructions to co-ordinate along it
Allocations can also include instructions for all, other notes and intelligence
Other Commanders can suggest alterations or additions
2 Chief of Staff Go at start or end
2.1 May
-make leader appointments
-reassign units
-strategic transport of arrivals
-move units not allocated to other commanders (e.g. rear area unassigned garrisons, arrivals)
-move units allocated to other commanders at their request
-rail repair
-requests from other Commanders
-set SU auto support level settings and locks, and remove SUs from direct assignment
-adjust unit status to or from refit/reserve/ready
-adjust units Max ToEs
-set production settings
3 Air Commander Go near start or end
3.1 May
-send airgroups to or from reserve, disband or manual swap
-set replacement/autoswap settings for airgroups
-set range settings for air groups
-set day/night missions for airgroups
-set fighter/bomber missions for fighter-bomber airgroups
-set a default air doctrine at the start or the air doctrine for the opponents turn at the end
3.2 May take on map actions which can include (unless house rule states otherwise)
-air transfering airgroups and moving airbases
-air operations
3.3 May adjust allocations for air for other commanders
4 Ground Commanders Go
Other Commanders take turns in the sequence given in allocations, or as agreed with team manager
Other commanders have the OBLIGATION to carry out the operations of their command and
-first change the range settings for their airgroups as they want or as instructed for their go
-last change the range settings for their airgroups as they want or as instructed for others go
-conduct air operations best done with land operations for their ground units
-all actions to fulfill long term strategy and force dispositions at least cost
and, within their geographic boundary, includes
-rear operations such as garrisoning and anti partisan
-protecting neighbouring commands flanks and boundary operations as per 1.2
-rail repair with FBDs under their control, following team directed routes if any
Other Commanders are RESTRICTED to not
-use units of another command without control handed to them by other Commander or in allocations
-exceed allocations, or transfers from other Commanders
-not to move airbases with an airgroup commanded or controlled by another Commander (see Command and Control above)
-not to end a turn with on map units outside their boundary where the Commander for that area would be prevented from stacking the units they would want there (use common sense and warn others if you need a special spot for stacking)
-reassign units in their Command to another without their say so (i.e no unexpected command penalties)
Other Commanders CAN, at their option, do anything else including and also
-adjust air doctrine, except city/ground/airfield attack (which cannot be adjusted back again), but must return to default setting at end of go
-conduct long range air operations
-auto missions using airgroups controlled or commanded by other Commanders where they left it with an airgroup range allowing for that
-re-assign any unit within their command to any where else in their command or to any high command
-assign any unit from main high command which they have assigned to main high command in the same turn
-assign leaders from within own command or allocated
-adjust settings such as max ToE, refit/reserve/ready, auto SU level support/ lock, airgroup replacement/autoswap/autoupgrade, but you must also notify Supreme Commander/Chief of Staff as they may otherwise adjust the setting without knowing you wanted it. The Supreme Commander has final say on these.
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When commanders cannot complete their go because of real life or because they need another Commander to carry out some actions first they can give control of units to commanders who come sequentially after them with or without instructions for how to use them for that turn, or ask for a further go after another commander has taken their go if the Team Manager agrees
AXIS TEAM ALLOCATIONS T001
- Team manager is responsible if sequence below needs to change
- Ground commanders must do rail repair along rail repair routes described above AND take control and hold in this turn hexes for rail repair next turn
- Do not reassign construction from OKH/army groups HQs to armies/corps
- Do not directly assign Flamms
- All air ranges are set to 1 temporarily. Set those ranges as you see fit during your turn, but focus on air kills over ground support
- 4th LW for North, 7th LW for Center and 18th LW for South are plane free and can be moved up for staging and kabuki dancing
- Preferably use Tac and Dive Bombers, so I can use Level Bombers afterwards
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1st & 5th - Air
Command
- All airbases, airgroups and air HQs including settings
Control
- airgroups and airbases controlled by ground commanders unless otherwise detailed by air commander
Points - 0, tell if needed
Rail Cap - 0, tell if needed
Leaders - Korten, tell if other needed
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2nd - Centre
Command
- AGC but not XXIVPz or XXXXVIPz, 281Sec, 285 Sec, 101RHG HQ
- can reassign 2Pz/XXIVPz/255 to OKH
- can reassign 2Pz/XXIVPz/267 to OKH or own command
- can reassign OKH/SUs except constr
Control
- no control on 7Pz,20Pz (no need to position HQ to supply 7Pz,20Pz)
- no control on FBDs
Points - 8 plus 4 for appointing v Kluge plus 6 unused from North
Rail Cap - 17,000
Leaders
- vKnobelsdorff to a Panzer Corps, Arnim to a Panzer Corps, Model(if North does not want them), tell if other needed
- Must appoint vKluge to OKH but can wait till later in centre go to do this, check if North wants to appoint a leader from the pool and do this first for North [Edit: North has confirmed they will not but should be appointed to a centre corps]
Boundary
- see seperate picture
- You should NOT expect the other commander to protect your flanks in the Pripyat swamp area.
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3rd or 4th - North
Command
- AGN exc 101RHG, FHC
- can reassign 7Pz,20Pz to your command
- can reassign OKH/SUs except constr
Control
- 7Pz,20Pz
- FBD 2,3 & 4
Points - 16
Rail Cap - 11,000
Leaders - Model, Hell, any Finn, tell if other needed
Boundary
- see seperate pictures
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3rd or 4th - South
Command
- AGS, XXXIV, Southern Axis Allies
- 255,267
- can reassign OKH/SUs except constr
- XXIVPz and XXXXVIPz but cannot contain more than four motorised divisions each, and no other onmap non-motorised can be assigned to it (Centre can reassign infantry division from it)[when Centre and South meet East of the Pripyat marshes XXIVPz will revert to Centre command, and it must contain, or South must reassign to OKH, four motorised divisions two of which must be Panzer]
Control
- When XXIVPz and XXXXVIPz command returns to Centre it must be near the Centre-South boundary
Points - 2 plus 4 unused from North plus any unused after ground commanders
Rail Cap - 5,800 plus any unused after ground commanders
Leaders - Jodl (eventually probably will be later appointed AG leader), any southern axis ally, vKnobelsdorff from pool to a Panzer Corps, Arnim from pool to a Panzer Corps, tell if other needed
Boundary
- see seperate pictures
- You should NOT expect the other commander to protect your flanks in the Pripyat swamp area.
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0th & 6th Supreme
Command - OKH HQ
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redrum68, Axis South Commander
Lol
Its ok. I'm sure @Telemecus our OKH economist, can set us up a AP stock exchange to trade on!
Telemecus, Axis Deputy Chief of Staff
@redrum68 I have even used the Blackwell-Scholes formula to price futures in WitE!!!
redrum68, Axis South Commander
Ha. The scary part is I'm not sure whether you are joking or not
redrum68, Axis South Commander
Ha. The scary part is I'm not sure whether you are joking or not![]()
ORIGINAL: joelmar
Most probably NOT joking!!! [:D]

1.Air Doctrines:
-0% required to fly,
-Ground support off
-recon escort off
-Fighter intercept 5
-everything else 25
2.Set every german fighter bomber to bombing mission
3.
-Set all airbases to 100% TOE
-Set all air HQs to 100% TOE
4.
-Ground commanders can use as much recon as they want, but nothing else (except the automatic fighter intercept). Thats only for turn 1 though
-Ground commanders should move the prepared Kabuki airbases into safe conquered areas to increase airbombing efficiency
5.
-Transfer all recon out of normal airbases and into army ones
6.
-Assign 1st LW base to Fliegerkorps I (Currently directly under Luftflotte I)
-Assign 6th LW base to Fliegerkorps II (Currently directly under Luftflotte II)
-Assign 17th and 18th LW base to Fliegerkorps V (Currently directly under Luftflotte 4)
7.
-Stop replacements to the air units withdrawing in turn 8 and 9


)
warwizard55
I am the German General that cannot give the proper salute due to being so much better at the art of war that I do not need to do the posturing.
To OBK Subject we have captured 1000 + enemy tanks in the past month. Requesting transport for these tanks to take them to germany for either scrapping, or to be formed into new armored formations.
Fetterkrolle, Axis Centre Commander
Not much to say, just the standard opening. 7th and 20th panzer division was given to AGN.
Our CoS wanted me to give 1 corp to AGS, I gave AGS 2 thinking he could pocket more things with it.
I did not have to do any special team coordination this turn. It just felt like doing a normal AGC opening. Only thing I needed to do was to ask AGS comander to make sure the south end of the Brest litovsk pocket would not leak.

Fetterkrolle, Axis Centre Commander - after von Kluge appointed to OKH and finding who replaced them
Jesus! gave us this Jodl

Telemecus, Axis Deputy Chief of Staff
Here might be some possible soviet moves to think about. Potentially the Rovno pocket could be broken by moving into one hex of enemy territory. The Kovel and Lvov pockets moving into two hexes of territory - so would have to be very lucky with rolls etc. I have not checked the MP rules and counted the hexes so some might be impossible but at least ones to think about. We think that no Soviet units other than cavalry can move into two enemy hexes on turn 1 so Lvov and Kovel pockets should hopefully hold. Potentially they could do one marading move in between 103 RHG and Hungary that might make it hard to stop marauding on turn 2.


This man's living in 1942!ORIGINAL: Telemecus
T039 Axis Settings
ORIGINAL: sillyflower
The worst axis T1 in the north that I have ever seen IMHO.
If you want to clear the route to Ltown, you need to destroy the defenders. Routing units away instead of pocketing them is a fantastic gift to the Russians, as is the failure to take Ventspils which will allow others to escape by sea, and the FZ with its valuable heavy weapons to disband. Sending a 3rd RR conversion unit up there will seriously hamper either AGS or AGC supply networks,and will enable even more Russians to be sent north
ORIGINAL: eskuche
Agree with taking Ventspils. However, not every has a perfectly optimized turn 1![]()