Pelton vs 8421 1.06 1943

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Pelton vs 8421 1.06 1943

Post by Peltonx »

Game is a reflextion of 1.06 as the new rule set was patched in before Spring 42 offensives.

Probably 5 games at once is enough, heheh Opps back to 4.

Server game.

Turn 1 my moves.

Armament Points: 0
Total SHC KIA:
KIA last turn:


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RE: Pelton vs 8421

Post by Peltonx »

AGC

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RE: Pelton vs 8421

Post by Peltonx »

AGS: I went back to my standard opening, just dont need the extra 2 panzer divisions in south. That will leave AGC strong enough to push on Moscow before Panzer gruop 4 is done with leningrad.

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RE: Pelton vs 8421

Post by Callistrid »

Standard german open. The question what will the soviet do...
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RE: Pelton vs 8421

Post by Peltonx »

ORIGINAL: Callistrid

Standard german open. The question what will the soviet do...

There are 3 types of Russian players

1. Fighters
2. Tactical withdrawal (evac and run) Fight until armaments are ecaved out the withdraw east.
3. Runners, they give up ground to fast and make the game easy by letting the German infantry get to Leningrad/Moscow and across the rivers in south to quickly.

Time will tell.

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RE: Pelton vs 8421

Post by Callistrid »

The fighter soviet suicide soviet.
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RE: Pelton vs 8421

Post by sillyflower »

for someone who spends a lot of time complaining how difficult/impossible it is for the Germans to win you seem to want to play them a lot :)
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RE: Pelton vs 8421

Post by Peltonx »

I like a challage, what fun is it to play the side you know you can win everytime?

Long live Shadowbane, miss that game.

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RE: Pelton vs 8421

Post by bigbaba »

i tried to fight in my last game but paid the price for that. you have simply no chance (as soviet) to react to a 200 km advance of a german panzerkorps encircling your troops with the weekly turns.

i would prefer it when a turn would simulate 2-3 days.
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RE: Pelton vs 8421

Post by Callistrid »

ORIGINAL: bigbaba

i tried to fight in my last game but paid the price for that. you have simply no chance (as soviet) to react to a 200 km advance of a german panzerkorps encircling your troops with the weekly turns.

i would prefer it when a turn would simulate 2-3 days.

I belive on south it's necessary to run back to the river, because on the open terrarian the german panzers destroy the soviet forces.
And the german won't cross the river until his infantry will arrive. So the river could be hold for a short time, and refit the soviet, minimalize the loose.
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RE: Pelton vs 8421

Post by zxr8421 »

Man ! I wasn't pay attention to who accepted my game, and after recieved first turn, I sense some tourble. After received second turn, I really wondering....now reading this thread I finally realize how big trouble I have :)
So far I am a fighter, haven't lost Len or Mos in any of my 4 GC, and forced 2 German player resigned in 41 by counter attacking. But try to avoid sucide in this game, going to try new style :)
Looking forward for a good long game.
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RE: Pelton vs 8421

Post by Peltonx »

ORIGINAL: Callistrid



I belive on south it's necessary to run back to the river, because on the open terrarian the german panzers destroy the soviet forces.
And the german won't cross the river until his infantry will arrive. So the river could be hold for a short time, and refit the soviet, minimalize the loose.

The poeple that have given me the most trouble fight before river (Hoooper 1.03, Kamil 1.04 and Flaviusx 1.05), the easyest run to rivers. The river crossing has to be held for 7 turns by russian player. If the German gets over before that, its trouble for the Red army until the blizzard hits. Saying you can't fight forward just is not true. By turn 2 I can tell 17 times out of 18 if I am going to have an easy summer or if I am going to have to fight for everything tooth and nail. Always one person who doesn t fit in the box (TDV) heheh.


Panzers can cross the rivers as easy as the infantry can. Mech units have high defensive CV so they hold the ground. Most games I am over the river on turns 3-6 and the next turn in forse. With Kharkov and Stalino only 1 or 2 turns away.

On turn 2 if I am playing a runner I start the HQ train. One HQ per turn unit turn 4 or 5 because I have out run railheads.

In the south the best Russian players fight forward withdrawing 2 to 4 hexes per turn with 3 lines of defence or 1 line with checker board.Full checker boards are stupid because you can pocket troops so easly. Once stuff is evaced then they run.

Leningrad just hold on as long as possible. I think if it takes me until turn 10+ to take it thats a victory for the russian player. Because I can't send my armor to Moscow soon enogh.

Moscow basicly fort belts.

Running in the south is bad. I think for sure its very hard to figure out just the right combo and tactics down there, but there are gusy that do it, so I know for a fact it can be done.

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RE: Pelton vs 8421

Post by Peltonx »

Turn 2 my moves.

Armament Points: 7


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RE: Pelton vs 8421

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AGC

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RE: Pelton vs 8421

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AGS

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RE: Pelton vs 8421

Post by Peltonx »

Turn 3 my moves. 1 HQ build up.

Armament Points: 4

AGN going as planned with the change in rail repair it will be a little harder to take Leningrad.

Rail repair patch will change nothing in AGS area until after turn 7. Out right running never works, AGS is over the Rivers in forse, infantry are close behind. Not hard to figure out where the first train is starting. 1 corp HQ build-up AGS.


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RE: Pelton vs 8421

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AGC

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RE: Pelton vs 8421

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AGS

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RE: Pelton vs 8421

Post by Peltonx »

Turn 4 my moves.

Armament Points Destroyed: 22 D-Town
Enemy KIA:885,000
Armament Points:64,000

AGN: 4th PZ messing around waiting on Model and 18th army to plow a path through the Red Sea to Leningrad.
1st Corp set-up with Model, poineers and 4 90 morale infantry divisions on the way.


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RE: Pelton vs 8421

Post by Peltonx »

AGC: At land bridge waiting on infantry.

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