The Cherkassy Option
Posted: Tue Aug 26, 2003 10:49 pm
First off, I am not sure how this would fare against a human opponent, but against the Soviet AI it paid off big dividends. As the subject implied I launched an attack towards Cherkassy. My main interest in capturing the town was to see the effect of alert points on the overall game.
To conduct the assualt I used the 5 SS Pz Wiking and SS Wallonien Brigade. It took roughly three turns once the initial line of strong points was penetrated to take the town, which the AI did a very poor job of defending. The axis of the assualt was along the road towards Cherkassy. I found that once the road was cut the proper use of interdiction markers caused the AI to retreat to reestablish supply which made things easier. However, I must say in the AI's defence, that it did cut off my supply line once Cherkassy fell and the units of the Wiking were down to their last bullet when I had to assualt through the strong points along the North of the pocket perimeter (when I have access to the game map I will add a geographic reference). As the Germans you do not have enough troops to maintain a supply line, which lead to some interesting moments.
The rewards in terms of alert points is staggering, I netted roughly 13 points of infantry replacements and 10 points of armoured replacements and the 2 FJ Division. The replacements were enough to bring the 3rd, 11th, and 14th Panzer all up to full strength.
In terms of over all planning a wise German commander would probably try to time the assualt on Cherkassy to coincide with arrival of units such as the 13th, 16th, and 17th Panzer which all seem to be depleted upon arrival to the front and in need of reinforcement. Good luck though in trying to time this, as frequently by this stage you are most likely under considerable pressure.
To conduct the assualt I used the 5 SS Pz Wiking and SS Wallonien Brigade. It took roughly three turns once the initial line of strong points was penetrated to take the town, which the AI did a very poor job of defending. The axis of the assualt was along the road towards Cherkassy. I found that once the road was cut the proper use of interdiction markers caused the AI to retreat to reestablish supply which made things easier. However, I must say in the AI's defence, that it did cut off my supply line once Cherkassy fell and the units of the Wiking were down to their last bullet when I had to assualt through the strong points along the North of the pocket perimeter (when I have access to the game map I will add a geographic reference). As the Germans you do not have enough troops to maintain a supply line, which lead to some interesting moments.
The rewards in terms of alert points is staggering, I netted roughly 13 points of infantry replacements and 10 points of armoured replacements and the 2 FJ Division. The replacements were enough to bring the 3rd, 11th, and 14th Panzer all up to full strength.
In terms of over all planning a wise German commander would probably try to time the assualt on Cherkassy to coincide with arrival of units such as the 13th, 16th, and 17th Panzer which all seem to be depleted upon arrival to the front and in need of reinforcement. Good luck though in trying to time this, as frequently by this stage you are most likely under considerable pressure.