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Thoughts on Road to Leningrad first turn

Posted: Sat Jul 11, 2026 1:12 am
by Atlas27
Ok, so after a couple of failed first turns at the Road to Leningrad scenario, I think I've finally made a good one.

Any thoughts or things I could have done better?

Re: Thoughts on Road to Leningrad first turn

Posted: Sat Jul 11, 2026 9:36 am
by Wiedrock
For German T1 (22nd June 1941) there are special rules regarding hastie's combat delay and for ZOC you should be aware off.

Re: Thoughts on Road to Leningrad first turn

Posted: Mon Jul 20, 2026 3:15 am
by MarkShot
You don't say. I assume Axis.

I played that A LOT:

* Day 1 special rules; take the default air plan and as you kill much of the Red Air Force easily that day.

* Beyond that I don't do much recon of bombing; only attach air GS to the tip of the spear, and only when I think they might be needed.

* Turn 1 I think there is no combat delay use infantry to break holes as much as you can for armor heading deep. If you move fast enough (whole scenario), you can keep the OPFOR from ever really digging in; they are far easier to confront that way. You really need to get to Leningrad 3-4 turns before the end to take it out.

* Balance your forces to avoid over CP penalties and get both the 16th and 18th armies as assault HQs.

* For 50% of the scenario is okay to aggressively push armor; you won't get cut off. Use air drops to try to add to their supply. Priorities ground supply that is where you win this. Single hex heavy unit bombing can really help cracking the 2 key objective cities. Use air power precisely; not generally.

* You cannot get enough supply going up the main double track trunk, the best approach is that combined with the coastal ports.

* Balanced pocketing; some to the South of Riga and some to the North in Lithuania. Enthusiastic pocketing eats up too much time. No pocketing does not recover much time, but does cut down attrition potential.

* Protecting that main rail line can be done for the first 1/3 of the scenario by the a moving front. In the second 1/3, defending that line will get stretch, but mainly light picket duty is sufficient as the best defense is holding ground between you and the rail line. In the third 1/3 that line will be cramped at tip and you must defend it (any cut lose the scenario). But way West, you can ignore as there is too much controlled territory for the AI to make a serious run and one unit held back it enough.

* Don't forget depot management: make new ones along the rail trunk, set the ports priority correctly, let the auto-pilot FBDs open up minor rail from ports.

* Expand very forward airbases. You mainly need to move up fighters due to short range. Don't advance most air by much. If you move them too far forward, then you are competing with ground troops for supply.

* Remember CPP. If units don't need to be on the line, then get them rejuvenated before the last month and siege.

* You may want to play managed SUs by pushing SUs up and down. Pioneers can be critical all allocated to the front line in siege handling forts. Get HQs in range 2 and load them with arty. So, use values to push things up or down, and lock when your are into the final siege.

I am an old grog (~70) and don't recall so well. Hopefully, that helps you. Good hunting!