GT1 North and Center Guide.

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DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

GT1 North and Center Guide.

Post by DekeFentle »

A complete step by step guide to GT1 is all but impossible given the number of attacks (read leadership checks) and the moral RNG which effects Soviet CV. This post is my effort to demonstrate a highly probable (90% plus) outcome taking those factors into account.

TLDR: Scroll down to Step 1 and have at it.

Disclaimer: I’ve never PVP’ed and it's my contention that this works regardless of PVP or against the AI. I have read or at least thoroughly perused every AAR on the forum going back to 2021 and believe this opening is unique or at least unpublished.

Game Options:
Game Options.jpg
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WARNING if you craft your own Air attack do NOT interdict navel hexes around the port of Liepaja!

House Rules: No temp motorization, No paradrops. My thoughts are that any other largely accepted or normal house rules don’t come into play on GT1.

Testing: I've iterated through this opening countless times since 103 beta, I've run through it partially at least 100 times and spent more than 1,000 hours on GT1 since WITE2 came out. To say the least, I'm fascinated/captivated by all the permutations and possibilities!

Goals:
  • Produce a North /Center GT1 opening that maximizes opportunities for all play styles PVP or against the AI.
  • Pocket everything that can be pocketed! RNG is going to push some Sec and NKVD units out. Player decisions also effect the extent to which this goal can be realized. In particular when attacking a unit that has retreated you will see units route out of pocket from time to time.
  • Develop two unbreakable pockets and leave the North Central area (Kaunas) with no T2 clean up.
  • Provide players with options allowing for maximized forward deployment of Armor/Motorized units such that the strategic goals of the individual are not limited by the opening.
  • Maintain reserves available to account for the inevitable high moral Soviet units that retreat.
Caveates:
  • The Bialistock pocket may be less constricted than I've observed some highly experienced players espouse is wise. It can't be broken and cutting it in half or hugging real close isn't part of this opening.
  • I leave a large number of the Artillery Forts untouched, that causes a lot more clicks walking HQ units where needed. This was covered extensively in HYLA's (Deep respect sir!) Rovno Pocket thread https://www.matrixgames.com/forums/view ... 8#p5055678, page 30. Bottom line is I operate from the perspective that it's best to bag more casualties with a drive-by on T2 than to expend CPP on T1 and net less.
  • I use more force/resources and or SU support than is needed in many attacks throughout. I'm crap at understanding how to semi-accurately calculate what it takes to get the job done with FOW on, so I provide for worst case scenario asset commitment.
  • I do not provide guidance on supply. My infantile grasp of that dark art is unworthy of consideration.
  • This walkthrough is presented with Fog of War/Movement OFF. Turning it on doesn't change the results and IMO only adds to the click fest.
  • YOU'RE MILEAGE WILL VARY! Per my the first sentence in this diatribe, it's impossible to provide a step by step, too many variables. I'll point out what I've seen that's outside the norm in my testing and you'll see something else if you run through this enough times.
Special T1 rule(s) to be aware of:

23.13. DISPLACEMENT MOVES
On the first turn of any scenario, units will not displace to their HQ units, but instead only displace to nearby town, city or urban hexes. (Air fields are also valid displacement locations)
A unit will not displace to a hex that has a non-isolated enemy unit within two hexes. (Not true GT1! Unless you're adjacent units can/will displace to those locations.)

This is potentially what you'll end up with, yellow circles are PZ and Mot Div's that haven't moved;
.
End result.jpg
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That's it, on with the show...
Last edited by DekeFentle on Wed Jan 10, 2024 7:59 am, edited 6 times in total.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 1

Post by DekeFentle »

Load either GC scenario. See Game options in first post.

Suggest turning FOW off, all screen shots are captured with FOW off.

Execute the generic German Air directives. Crazy right? The default directives are suboptimal (to say the least!) and in order to iterate/test this opening to any great extent I considered the time involved in clicking through a better set of air directives to be prohibitive. Additionally, my thoughts are that if this works with the default, a good air opening will only enhance the results. (You'll see VVS fighters/bombers conducting ground support in virtually every combat in this walk through.)

TURN OFF Ground Support! Default air directives provide for way more Axis bomber support than what I believe would be available in a PVP game where the Axis player has manually configured a halfway decent air opening. Again, this is a handicap that demonstrates this works whether you play PVP or against the AI.

If you've taken the time to implement your own air directive or are playing against the AI, leave it on. You'll get better results.

Step 1.jpg
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Last edited by DekeFentle on Wed Dec 13, 2023 7:02 am, edited 1 time in total.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 2

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 3

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 4

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 5

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 6

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 7

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 8

Post by DekeFentle »

EDIT

Review edit in Step 71, (page four). Executing an additional move and attack by the Polizei SS ID is probably best done now.


Step 8.jpg
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Last edited by DekeFentle on Mon Dec 11, 2023 2:16 am, edited 2 times in total.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 9

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 10

Post by DekeFentle »

Combat delays are extremely rare (2-3% tops)
.
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Last edited by DekeFentle on Sat Dec 16, 2023 3:09 pm, edited 1 time in total.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 11

Post by DekeFentle »

Step 11.jpg
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.
Use of any of the 256th ID Regt's as reserves is almost never a factor. Only some very strange RNG combinations would necessitate their use.
.
Rerserves.jpg
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Last edited by DekeFentle on Sat Dec 16, 2023 3:12 pm, edited 2 times in total.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 12

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 13

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 14

Post by DekeFentle »

The reason we displace the HQ is that it can/will provide artillery support to the Brest Litovsk attack if allowed to remain in Olchowka.
.
Step 14.jpg
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Last edited by DekeFentle on Sat Dec 16, 2023 3:15 pm, edited 2 times in total.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 15

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 16

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 17

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 18

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
Posts: 206
Joined: Mon Mar 11, 2019 5:09 pm

Step 19

Post by DekeFentle »

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
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