Going by the previous principles, here is my turn 1 start: fairly good progress in the north, with some very tough decisions to make in the center. Elite divisions (85+ morale)
are colored in red.
1. I brought up eight infantry divisions by rail (2 in 9th army, 2 from L Corps of 18th army, and 4 from 4th army, including two elite divisions. These, in addition to the security divisions, were able to clear the frontier units, paving the way for (2). Yellow corps starts under OKH and is the perfect candidate to run through Estonia, as opposed to having precious 18 army command space doing it.
2. The infantry ball seen here (11 divisions) ready to cross the Daugava on turn 2. Also note the location of Totenkopf. I see many players keep it around Talsi, but this forces movement through a lot of enemy hexes next turn. One tip here: infantry ball CAN attack if it has an odd number of MP remaining (hasty attacks 1 MP, moves 2 MP in turn 1, so always try to use all their MP up if it helps another division).
3. I got greedy here and made an attack I shouldn't have, routing two units further northeast. In my last game, I used these units to cut off the eastern march to Daugavpils for the infantry turn 2.
4. Eight armor divisions cross the river, with some a fewer hexes than normal (at Riga). Splitting into regiments gives me guarantee of on initiative and admin rolls. As I mentioned in the starting post, range to immediate HQ does not affect rolls, although it might affect vehicles! As we'll see next turn, oops. Regardless, CP allowing, it is sometimes worth underloading HQs to get these bonuses listed below. One bonus adds to the leader rating, and one bonus decreases the roll range, which have very slightly different mathematical nuances...
11.3.2.5. Size Penalty
A local penalty that is applied all to initiative and administrative checks, +1 is added to roll range value for unbroken Corps units, and -1 is subtracted from roll range value for Brigade and smaller units, including broken down Tank/Mechanized Corps and German Divisions. It does not apply to HQ units.
11.3.2.7 Tank/Panzer Army Bonus
This is local bonus that applies to the mechanized (Tank Army only) and administrative checks where +1 is added to leader's skill. The bonus only applies to non-HQ, motorized units attached to Soviet Tank Armies, German Panzer Corps, Panzer Groups or Panzer Armies (11.2.5). It is not cumulative with the Shock/Guards Army bonus but it does apply to all HQs, not just the IHQ. It never applies to temporarily motorised units as temporary motorization is only used to transport units around the map, not to fight.
R. Instead of the traditional three FBD start in the north, I run one towards Vilnius for easier redundancy around turns 10-12. I lose one hex in the north, but this shouldn't matter too much.
5. Unfortunately, due to the HQ to the southwest of this point, the pocket will not contract fully, so I had to use another motorized to push here. Ideally, I would have wrapped the 18-5 division around the south of the rough hex to bump the HQ. Oops. Given my use of the super Lvov, I think I have the absolute minimum amount of armor south of this river to cover Minsk (four).
6. Were it not for the random start and (7), I could possibly have made done with three armor. Unfortunately, the shifted tank divisions necessitated Grossdeutschland bumping it, the airlifting of a security regiment here (as opposed to using a full armor regiment/division). To make this decision, see the inset. Green arcs represent pocket shrinking after logistics. The goal was to land somewhere that absolutely could not be hasty attacked because of the very low CV after air lifting. The cavalry and unknown morale/random MP of the outside unit in addition to the capability of the eastern routed units to rally made this a pretty hard finisher.
7. Two extra units compared to normal stuck in the swamps here tempted me to leave the fortress for turn 2. This was a bad error. See MP charts on the right. In conjunction with the random units, this mistake cost me the use of an additional motorized division in the center.
8. I left barely any units here. The 20-10 was moved after the screenshot to buttress the border, but the goal is to draw out the soviets from their cross river forts. Similar in front of Brest-Litovsk. Let's see if they fall for it.
