TopEverest vs Admiral Kamikaze - the rematch

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Stelteck
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RE: Turn 49 May 21 ---- Suport Units

Post by Stelteck »

One thing you have to consider is light rocket regiment. You will soon have a big production of rocket truck, and this production can only be used in light rocket regiment. (And can replace common artillery support regiment).

Also consider Tank hunter compagny that upgrade to SU regiment.
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bigbaba
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RE: Turn 49 May 21 ---- Suport Units

Post by bigbaba »

ORIGINAL: ericv

I do think it is better to get Sapper Regiments instead of batallions. First, they pack a lot more punch than batallions for relatively negligible truck cost, Second, Sapper Regiments promote to Guard status. Batallions won't, so there is this morale boost you need to consider.

That goes for all Soviet Support units.. Practically all batallions will never promote to guard status, almost all regiments do.

Good Luck with your game!


correct me if i am wrong but someone did the math and said that you get more for your money when you create sapper regiments instead of batallions. some kind of you get 3 batallions for the cost of 2.
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topeverest
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RE: Turn 49 May 21 ---- Suport Units

Post by topeverest »

Thanks guys - 42 summer campaign season is upon me...

I was looking at the TOE upgrade path of the support units I have, and I noticed that the sapper btn, rgt, and brig have no oob upgrade. Does that mean they wont upgrade or that it follows another rule for those units?

So I should assume I have to disband when I want to upgrade out of btn where I have them. I am not finding a comprehensive list of SU's type and availability in the rules - only on map units. Can someone reference the number to find?
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M60A3TTS
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RE: Turn 49 May 21 ---- Suport Units

Post by M60A3TTS »

You mean this list of SUs?

tm.asp?m=2882717

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topeverest
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Turn 54 6-25-1942

Post by topeverest »

German summer campaign begins!

4 separate panzer balls attacking in the center from Orel to south of Kharkov. They are pretty well designed. I had no meaningful opportunity to snap off any of the attacks. The two northern attacks are the strongest. No indication what the objectives are yet.

I launched brigade attacks on exposed units with the idea of driving down enemy morale on key units while I wait the opportunity for a decisive battle. Also, the July TOE upgrades haven't happened yet of course. Also used heavy air support / ground attack, losing about 900 planes in one turn, but again the objective was to hit HQ's and exposed armor and begin the attrition process. I have mucho replacements and replacement air units in reserve.

Gonna have to let this develop...

Finn line of battle has been extended dangerously south, but for now I am only concentrating on the main attacks.

Looking forward to July TOE upgrades.
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topeverest
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Campaign area

Post by topeverest »

Here is the campaign area map

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topeverest
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RE: Turn 49 May 21 ---- Suport Units

Post by topeverest »

Thanks - I needed this

As far as AP and SU my strategy is to use the 60AP each turn to
1. build 2 infantry corps
2. necessary command changes
3. build sapper regiments where I have no coverage in an army

ORIGINAL: M60A3TTS

You mean this list of SUs?

tm.asp?m=2882717

Andy M
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topeverest
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Static Units and trucks

Post by topeverest »

Despite active truck management I will continue to lose trucks over the summer campaign. I read the static rules for the inactive part of the MLR, but I remain confused, Units that should qualify don't have the option.

Not isolated, in command, level 2 fort.
What am I missing?
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M60A3TTS
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RE: Static Units and trucks

Post by M60A3TTS »

Did they start the turn in the hex? If they moved at all, they aren't eligible.
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topeverest
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RE: Static Units and trucks

Post by topeverest »

Here is an example. Don't understand why I can't here
- in command
- level 2+ fort
- didn't move

What am I missing?
ORIGINAL: M60A3TTS

Did they start the turn in the hex? If they moved at all, they aren't eligible.


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M60A3TTS
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RE: Static Units and trucks

Post by M60A3TTS »

Do you have at least 1 admin point for static cost? Can't tell with the cropped shot.
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sillyflower
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RE: Static Units and trucks

Post by sillyflower »

I'm sure you don't need APs to make a static unit, but you do need max. MPs - ie 16 for inf.
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M60A3TTS
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RE: Static Units and trucks

Post by M60A3TTS »

The rule changed in a patch a while ago. Now you do.
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topeverest
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RE: Static Units and trucks

Post by topeverest »

real life again...gets in the way...

Turns out I did not have any AP's at the time I was checking.
At least in 1.09 the Soviets expend 1 AP per unit to fix them.
ORIGINAL: M60A3TTS

The rule changed in a patch a while ago. Now you do.
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topeverest
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Turn 55 - July 2, 1942

Post by topeverest »

German forces push due east and avoid Kursk, Belgorod, and Kharkov. Germans are using a tight 3 hex wide formation and not leaving single units susceptible to easy counterthrust. ensuing posts show combat situation.

Russians are:
1. retreating in good order and preparing river defenses where feasible
2. counterattacked tactically where it made sense. This amounted to about a dozen hexes retaken.
3. maintained defense in depth
4. pulled back from lower Dnieper to shorten line and limit pocketing potential
5. preparing a Volga defense south of Moscow
6. built two armor armies
7. began gathering guard units to create first guard army
8. heavily committed air force on ground support missions
9. using residual AP's for unit reassignments and building support units

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topeverest
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RE: Turn 55 - July 2, 1942

Post by topeverest »

I am not at all convinced I can stop the enemy push in a decisive battle. As a result, I am pursuing attritional warfare, and working to drive down enemy morale's, and attacking enemy HQ's where it is feasible.

I am open to ideas, but I am not seeing a meaningful way to outright stop the enemy unless he makes a mistake...

About 12 more turns to mud. I am expecting I might be pushed up against the Volga all the way to Astrakhan. As a result I am going to move some more industry as a preemptive move before he gets close.
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topeverest
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RE: Turn 55 - The WHOLE FRONT ABLAZE

Post by topeverest »

pretty much this is a toe to toe fist fight...along nearly a 350 mile front...

Germany with 56 battles over the turn.

Soviets retake 19 hexes in pitched battles.

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topeverest
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Losses

Post by topeverest »

Here is a view of the losses.

The air losses seem to be an important subset of total losses for AFV and guns.



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topeverest
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Turn 57 - the sea of combat

Post by topeverest »

Hiatus in gaming - sorry

German forces are in full-attack mode pushing generally east from Kursk to the Sea of azov to varying degrees of success

1. the 1 hexes south and north of Kursk and pointing east contain the strongest enemy forces - attacking to the south east
2. 6 Russian divisions were pocketed and destroyed last turn north of Khakov
3. South of Kharkov and north of Stalino, the enemy has two panzer balls attacking southeast to get around the Stalino crucible
4. Further south, the Russians have withdrawn unopposed to a line due south of Stalino for fear of being cut off at Rostov
5. Romania Forces have been unable to break into the Crimea through the isthmus yet
6. Russian forces are building up east of the Don from Voronezh towards Stalingrad
7. Russian air forces have performed far better over last two turns - thanks to suggestions from you
8. Russians do not plan to get units trapped if Rostov is threatened
9. Russians continue attritional combat and opportunistic counterattacks
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topeverest
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RE: Turn 57 - the non combat zone

Post by topeverest »

Here is what the non combat areas look like - enemy is stretching himself very thin to exploit the southern attack.

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