1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

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Zovs
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1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by Zovs »

1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Playing the 1941 Campaign - No Early End - Steam version MP Server Game

General Notes

Both thedoctorking and I (zovs) will be writing this AAR together from both the Axis and Soviets perspective. We are both beta testers and for myself I wanted this AAR to also be a test ground when new development patches need to be tested for future releases and for any balancing tweaks that the development team needs feedback on (this may not be possible with the Steam version but I think we can switch to a test version and then back to the Steam version, will need to check with the development team on this).

So, my hope for this AAR is to:

a) have some fun
b) let the public and development team see if they spot anything that may or may not be addressed
c) we don’t see too many two-sided AAR’s simultaneous running in the same thread. I get it in that competitive player may not want to show their cards and in some of those cases we may delay a turn but in general the idea and spirit of this AAR is for us to both chime in as we go along and write this out turn by turn. I may censor some of my back-end units, but in general I’ll just turn on the unit names instead of displaying CV's or zoom out a bit to hide that info when needed.

So, the general idea is to hopefully have a two sided AAR with both of us posting and perhaps even sharing some thoughts as we go along on strategies, tactics or game play. I don’t claim to be an expert and I know there are far more competent and competitive players then I, but I would like to think I know the current system well after testing it for a few years. So, ask questions, but I can’t guarantee I’ll know the answers but maybe others will, and it also depends on my time on how much I can add to this AAR. At any rate I hope you all enjoy.

Lastly, I am running my system via a 4k HD monitor so I have had to scale the images down so that they fit within the Matrix forums restrictions, but for those that might think it useful I'll also post an html link to where the the images are hosted so you can zoom in and see the images in more clarity without the scaling distortion.

Options
Playing with FOW/Movement FOW, No AI Air Assist and with Enhanced Player TB Control.

Starting and using version 1.02.08_Beta (development version future release on steam)

NOTES:
The version 1.02.08_Beta is now in the public domain (except for the future Steam version which is likely to come out soon).

I have been reading and following a lot of AAR's and even though I have been on Beta since 2019, there is always so much to learn from others. I wanted to post a shoutout to HardLuckYetAgain not only for his informative AARs but also for his 'mentoring' me in some of the finer aspects of playing as the Axis/Germans. Personally, I think we are a good fit since he is a Jarhead, and I am a Dumb A$$ Tanker (DAT for short), so thank you HLYA for all your helpful insights and tutoring and putting up with my DAT questions lol.

CAMPAIGN GOALS

General
Destruction of Soviet Air and Ground forces.

AGN
Soviet Supply depots at Riga, Daugavpils, Jelgava, Vilnius, and Kaunas.

AGC
Soviet Supply depots at Minsk, Grodno, Bialystok, Baranovichi, Brest Litovsk, and Kobrin.

AGS
Soviet Supply depots at Lvov, Kovel, and Sambor.

Turn 1 - 22-Jun-1941

Air Phase:
Air Attack is based on my document I created for the manual air war located here:
https://www.matrixgames.com/forums/tm.asp?m=5101678

I setup 41 AD (one more than my document above) and this is the overall results from those AD's:
Image

This was one air ground attack from Luftflotte 2 (AGC) that did not go so well, all these losses should be Me 110.
Image

The Romanians lost almost three-quarters their fighters and near half their bombers with the attack on Ochakov.
Image

Here are the overall losses from the turn 1 airfield ground attack:
Image

My losses are a little higher than I would have liked as far as airframe's go, but my overall Pilot KIA is good at 74 to 685. Unfortunately, I lost 15 fighter pilots (only 2 of which were German and the rest were Romanians flying the Hurricane I). I did lose 19 Fighter Bombers (17 of which were Bf 110E-2). I lost 3 tactical bombers, but all were Romanian or Hungarian. The biggest losses were the 112 level bombers, with the Germans loosing 53 and the remaining 59 from the Axis minors.

The Soviet loss in Pilots is pretty good at 685 and I am happy with destroying 3,982 on the ground and shooting down 29 in air combat. What may seem a mystery to you is the 38 Last Action losses for the Soviets and 2 level bombers for the Axis. My guess is that those losses are from damaged planes from the air execution phase.

Overall, I am pleased with the first turn air strikes and only more Soviet Pilots will be KIA during my ground phase.

Ground Phase

At start actions

Generally, I look at the turn summary, weather report, logistics and battle locations. For turn 1 obviously the turn summary, logistics report and battle locations are not very useful.

Weather Report

Weather is clear, some rain in the Baltics.

Logistic Reports

Nothing on the first turn.

Commanders Report

The next thing I am doing is going through the Commanders Report (CR) and see what needs attention.

For this game I am setting all units Max TOE % to 50 (easily done in the CR).

I also set the HQ's supply priority to 1 for all ground units and leave all German Luftflotte, the two Axis Minors Air HQ's as well as the TB as default (hint use the filters). When I go to the map, I set all Panzer Groups to supply priority 2.

I am sending all the Bf 110E-2 to the retrain as fighters (after the turn 1 air execution phase).

I am also sending all the SU up to OKH (all set to 0) and on turn 2 I'll cycle through and transfer them to where I want them to go and make sure they are locked.
Image

Based off what HLYA has done and recommends/suggests I am transferring the two Construction units from Norway to the map (only can be done if the TB are on).
Image

Since we are playing with TB on, I am going to transfer all the units in the Reserve that are at 100% TOE to the map so that they are available in the upcoming turns.
Image

I'd like to have the Fuehrer Begleit on map and when the two StuG battalions achieve 100% TOE, for now I am just transferring the Fuehrer Begleit to the map. I am also transferring the 314th Coastal Fortress Construction battalion unit to the map. Several of the AA units are ready and several are not. The 2/55th SP Flak Company and 5/52nd SP Flak Company which have vehicles, so I transferred them to the map. Lastly, I am transferring the 861st, 751st LW mot. Light Flak battalions to North Africa, the 2/47th Mot. Light Flak Company to Norway, and the 772nd, and 773rd LW Light Flak Battalion to North Africa as well. That leaves five Mixed and five Heavy Flak battalions in reserve.

We will see how these at start actions impact the game during upcoming turns.

So, for example, at start North Africa is showing 77% ground and Norway is showing 97% ground. On turn 2 we will see what percentage (if any) has made an impact on these theaters and these transfers.

Turn Summary

I am not going to write a unit by unit moves or updates for each turn but instead just a basic end of turn summary of what has happened, unless its something interesting or instructive.

Pilot's data

Here is the list of all pilot's status:

Image
Click on the link if you'd like a zoomed in view: https://i.imgur.com/KK55KEv.jpg

The total Air results were 79 battles with 76 AF bombing missions and 3 Air Combat missions. For the ground all together I did 99 attacks, (96 Hasty and 3 Deliberate).

End of Turn 1
End of turn map with both air and ground losses:

Image
Click on the link if you'd like a zoomed in view: https://i.imgur.com/caomxEv.jpg

Here is a breakdown by Battle Result:

Retreated 10
Shattered 50
Surrendered 17
Routed 21

Victory Points

Captured 11 Bonus Victory Points (VP); Minsk, Lvov, and Riga.

Total possible Soviet units encircled (based on map and detection level):

4x Army HQ
5x Rifle Corps HQ
1x Cavalry Corps HQ
4x Mech Corps HQ
35x Rifle Divisions
3x Cavalry Divisions
2x Mountain Divisions
12x Tank Divisions
6x Mech Divisions
6x Sec Battalions
1x AT battalions
18x Fort MG/Art battalions
18x Unknown, most appear to be Rifle Divisions and at least 3x HQ units

Broken down by Army Group

AGN Pockets:
Image

Total possible Soviet units encircled:
1x Army HQ
1x Rifle Corps HQ
9x Rifle Divisions
2x Tank Divisions
2x Mech Divisions
8x Fort MG/Art battalions
5x Unknown, most likely Rifle Divisions and maybe 1 Sec battalion and 1x HQ unit

AGC Pockets:
Image

Total possible Soviet units encircled:
2x Army HQ
3x Rifle Corps HQ
1x Cavalry Corps HQ
4x Mech Corps HQ
19x Rifle Divisions
2x Cavalry Divisions
7x Tank Divisions
4x Mech Divisions
4x Sec Battalions
8x Fort MG/Art battalions
13x Unknown, most appear to be Rifle Divisions and 2x HQ units

AGS Pockets:
Image

Total possible Soviet units encircled:
1x Army HQ
1x Rifle Corps HQ
7x Rifle Divisions
1x Cavalry Divisions
2x Mountain Divisions
3x Tank Divisions
2x Sec Battalions
1x AT battalions
2x Fort MG/Art battalions

Turn Conclusions
So, all in all I have completed my objectives for the start of Barbarossa.

The General Objectives will obviously be a work in progress over time, but I think with the destruction of almost 5,000 aircraft and almost 1,500 Soviet pilots I am off to a great start. While the Soviet ground losses do not seem that high with only 174,209 losses in men, 5,203 in guns and only 588 in AFV's, versus my Axis losses for the surprise attack with just over 6,000 men, 311 guns and 3 AFV for which I am quite pleased with. The next two turns will most likely be the highest Soviet losses after which I am assuming the losses will taper off and/or unless I can manage some major encirclements in August and October-November before the winter hits.

All three Army Groups were able to achieve the goals I set for them, mainly the taking of Riga, Minsk, and Lvov, but more specifically with capturing the Soviet supply depots set out in the beginning of my AAR (sans AGS which did not capture of Sambor and instead pocketed several divisions behind the lines).

Hopefully the mop up operations and the drive towards Pskov, Smolensk and Kiev will go well and set me up for the further drives to the east.

...to be continued...


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jubjub
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by jubjub »

For this game I am setting all units Max TOE % to 50 (easily done in the CR).

This is a good move, but I recommend keeping SU's and HQ's at 100% TOE.

Nice formatting. It looks nice and is easy to read!
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HardLuckYetAgain
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by HardLuckYetAgain »

ORIGINAL: Zovs

I have been reading and following a lot of AAR's and even though I have been on Beta since 2019, there is always so much to learn from others. I wanted to post a shoutout to HardLuckYetAgain not only for his informative AARs but also for his 'mentoring' me in some of the finer aspects of playing as the Axis/Germans. Personally, I think we are a good fit since he is a Jarhead, and I am a Dumb A$$ Tanker (DAT for short), so thank you HLYA for all your helpful insights and tutoring and putting up with my DAT questions lol.

Don't thank me, thank yourself. Takes a great deal of dedication to relearn the game to see things in a different light. I always try to share what little I know to individuals that will listen to my rumblings. Good luck to you & Thedoctorking.
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by HardLuckYetAgain »

ORIGINAL: jubjub
For this game I am setting all units Max TOE % to 50 (easily done in the CR).

This is a good move, but I recommend keeping SU's and HQ's at 100% TOE.

Nice formatting. It looks nice and is easy to read!

Yes, dedicated replacements to where and when you want them.

I too like the formatting :)
German Turn 1 opening moves. The post that keeps on giving https://www.matrixgames.com/forums/view ... 1&t=390004
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by speedyglides »

Setting all units at Max TOE 50% does not weaken them too much? I've never thought of reducing the TOE so much.
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by loki100 »

ORIGINAL: jubjub
For this game I am setting all units Max TOE % to 50 (easily done in the CR).

This is a good move, but I recommend keeping SU's and HQ's at 100% TOE.

Nice formatting. It looks nice and is easy to read!

yes, don't put the HQs under 100 and no gain to SUs

actually I'm not so sure of the claimed benefit of CU at 50%, as long as they never go to refit state near a depot the freight hit for manpower replacements is minimal till later in 1941. But thats one of the delights of the game, different interpretations of how to make it hand together
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by 821Bobo »

ORIGINAL: speedyglides

Setting all units at Max TOE 50% does not weaken them too much? I've never thought of reducing the TOE so much.

No, not really. Units will keep all squads/devices just won't drag any replacements until they are below 50%TOE. And in summer 41 you really need to get freight to the front and due to the limited logistic, replacements will compete with freight. In the end getting x thousands tons more of supply/fuel will you benefit more than getting some replacements here and there.
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by Zovs »

ORIGINAL: jubjub
For this game I am setting all units Max TOE % to 50 (easily done in the CR).

This is a good move, but I recommend keeping SU's and HQ's at 100% TOE.

Nice formatting. It looks nice and is easy to read!


Thank you for the kind words.

Turn 2 saw me put all HQ's and SU back to 100%, thanks for the tip.
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by Zovs »

ORIGINAL: HardLuckYetAgain

ORIGINAL: jubjub
For this game I am setting all units Max TOE % to 50 (easily done in the CR).

This is a good move, but I recommend keeping SU's and HQ's at 100% TOE.

Nice formatting. It looks nice and is easy to read!

Yes, dedicated replacements to where and when you want them.

I too like the formatting :)


Again thank you for the kind words and support.
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by jubjub »

ORIGINAL: loki100

ORIGINAL: jubjub
For this game I am setting all units Max TOE % to 50 (easily done in the CR).

This is a good move, but I recommend keeping SU's and HQ's at 100% TOE.

Nice formatting. It looks nice and is easy to read!

yes, don't put the HQs under 100 and no gain to SUs

actually I'm not so sure of the claimed benefit of CU at 50%, as long as they never go to refit state near a depot the freight hit for manpower replacements is minimal till later in 1941. But thats one of the delights of the game, different interpretations of how to make it hand together

If you don't set the TOE limit to 50%, your divisions will request replacements even if they're not on refit. This can use a lot of their trucks and reduce their MP. Also means they aren't grabbing fuel, ammo, and supply.
Setting all units at Max TOE 50% does not weaken them too much? I've never thought of reducing the TOE so much.

They only gradually decline in strength since they only shed elements as they become damaged or destroyed. Once they get in bad shape, you can lift the limit back to 100% and refit them on a depot to regain their TOE.

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Zovs
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by Zovs »

Based on what both Loki and Bobo said.

My understanding is that setting the TOE to max %50 keeps the freight down, and once a units TOE (divisions mainly) gets down to 50% I can put them on Refit out of the front lines. I need (want really) to keep the freight moving to the front. In my next post of Turn 2 AAR, you'll see which 'elite' units I put above 50%.

Hopefully thedoctorking will add his half of the AAR, he is welcome to at the very least.
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by 821Bobo »

I made a mistake in my post. Basically freight arrives to a depot and there is converted to whatever is needed(supply, fuel, ammo, replacements). But the logic stays the same. You need more supply/fuel/ammo than freight being used to reinforcements.
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by loki100 »

I've started putting my infantry corps on supply #1 (Pzrs #2) so that really squashes regular replacements out of the system

Agree with everyone on this - its really a case of how you frame the range of tools to hand

You don't get more freight with 50% TOE, as Robert says you influence how it converts at the depot. But a low priority tends to do much the same
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by Zovs »

I think I mentioned that in my first post, but I learned the supply priorities from Loki and all my Infantry are set to 1 and Motorized to 2.
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by AlbertN »

When I tried to put Prio1 and Prio2 to my units, their supplies were simply insufficient, fatigue recovery too small and their combat efficiency inadequate. At least if I am on the move.
Morale was also being lost left right and center.

But I may assume my logistic management is not as good as others.

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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by jubjub »

ORIGINAL: AlbertN

When I tried to put Prio1 and Prio2 to my units, their supplies were simply insufficient, fatigue recovery too small and their combat efficiency inadequate. At least if I am on the move.
Morale was also being lost left right and center.

But I may assume my logistic management is not as good as others.


This is my experience as well. I use 2/3 for infantry/panzers
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by AlbertN »

I got to the stage of tuning it to the need and to the terrain and freight.

1 is in general totally insufficient. It is for static formations in situations of non combat (ie. frozen in Hungary, Odessa / Sebastopol etc garrisons). Even if troops do not recover from the fatigue out of weather or so it is non relevant and their morale do not drop under national morale level.

2 is for static frontline duty in general OR if the freight simply is insufficient (ie. Soviet Winter or strenuous situations).

3 is pretty much the overall default.

4 is for offensives in good weather and plains eventually, where logistics can go a long way too (ie. Caucasus pointes to the south or dances around Voronhez) when I really need a push.
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by loki100 »

keep an eye on the army freight table in the logistics report

If an army is consistently reporting receipt<demand, keep it low in priority (or lower the priority), all you are doing is setting unmeetable demand, and the units are responding by excess truck usage to do their best to solve the problem

If a formation is in balance, then yes, experiment with increasing priority and review in a couple of turns - be conscious of one off issues like dropping a pri #4 rear area depot to #2 (as that will have improved the local supply grid).

in general running with demand>supply is not a good idea, its a nice illusion but better to accept the situation than deny it
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by Stamb »

Is it even possible to have freight received > freight needed as an Axis in '42 for any army on the front without a super depot?

P.S
Zovs sorry for offtop. Great editing :)
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RE: 1941 GC Zovs (Axis) vs. thedoctorking (Soviet)

Post by Zovs »

No reason to apologize, as long as it’s constructive and educational to the playing and learning of this game I am all for open discussion.

Hopefully thedoctorking will participate in this AAR with his side of things, so we can all learn a little something from others.
ORIGINAL: Stamb

Is it even possible to have freight received > freight needed as an Axis in '42 for any army on the front without a super depot?

P.S
Zovs sorry for offtop. Great editing :)
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