GERMANY 1945 (LAST STAND) AAR
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- Curtis Lemay
- Posts: 14493
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
GERMANY 1945 (LAST STAND) AAR
GERMANY 1945 (LAST STAND) AAR
This is an AAR for analysis of my test of my “Germany 1945 (Last Stand)” scenario*. As I did with the “France 1944 D-Day” AAR, I’ll play both sides in hot seat (“changing hats” each player turn).
Before we start, Let’s discuss tactics a bit. The scenario was intended as a “Beer & Pretzel” rendition – simple & fun. So tactics shouldn’t be a big issue, but there are a few tricks to keep in mind.
First, the only ranged units are the HQs, and those only have ranges of one-hex. They can be used defensively by placing them directly behind the positions to be defended (very helpful for the German player). The Allied player should never pass up an opportunity to kill German HQs, as supported defenders are very tough. They can be used offensively by placing them adjacent to the target hex in a support deployment mode (most applicable for the Allied player). But be aware that a lot of the HQs also contain the formation’s reserves, and are designed to be used in assaults – this is especially true for the Soviet HQs.
Second, at 50km/hex, several units can usually be placed in a hex without a severe density penalty. But you still need to be judicious in tailoring your attacks – especially with non-armored attackers in attacks against supported, fortified defenders.
The good news is that, since no one can bombard directly, ant-attack effects are minimized. This plus the low-density effects mean that a stack of units can actually be a good defensive position. Kind of realistic!
Third, note that the Attrition Divider is 2. That’s a very bloody setting. The above warning to be judicious deserves repeating. Particularly note that the Soviet Rifle Armies tend to be poor attackers – but you often will have no choice. The good news is that, with this AD setting, you can probably set loss tolerances to “Ignore Losses” without fear of burning up too many rounds. That’s even less of an issue with the low movement allowances, which will prevent excessive exploitation.
Note that I’m not saying that “Ignore Losses” should be used in all circumstances – in fact, I don’t really know what the optimum setting is, for certain. As I said, tactics shouldn’t be a big issue. Other than the above factors, you should be able to focus on the macro issues.
Let’s get started.
*Note that “Germany 1945” comes in two versions:
In this “Last Stand” version, the Western Allies & Soviets face the Germans in a more traditional treatment.
But there is also a “Race to Berlin” version, in which the Western Allies control the Eastern Germans and face the Soviets who control the Western Germans. The map is split (with dual Berlins), and the side that gets to its Berlin first wins. It’s a bit surreal, but might be more fun for both sides.
Also note that this test was played with a new version (version 3). Version 3 includes a modified equipment file (revising the M4/76 Sherman and the PzKpfw VI Tiger; and splitting a number of duplicate equipment items between the Soviets & Western Allies). It uses a modified Numbers.bmp (adding Army Group & Theater unit sizes). And sets the MRPB to 3, among other minor changes. It should be included in the TOAW III 3.4 update.
Finally, note that the game was played using TOAW III version 3.3. This primarily affects air losses to AAA. As of this posting, it's not yet available to the public.
This is an AAR for analysis of my test of my “Germany 1945 (Last Stand)” scenario*. As I did with the “France 1944 D-Day” AAR, I’ll play both sides in hot seat (“changing hats” each player turn).
Before we start, Let’s discuss tactics a bit. The scenario was intended as a “Beer & Pretzel” rendition – simple & fun. So tactics shouldn’t be a big issue, but there are a few tricks to keep in mind.
First, the only ranged units are the HQs, and those only have ranges of one-hex. They can be used defensively by placing them directly behind the positions to be defended (very helpful for the German player). The Allied player should never pass up an opportunity to kill German HQs, as supported defenders are very tough. They can be used offensively by placing them adjacent to the target hex in a support deployment mode (most applicable for the Allied player). But be aware that a lot of the HQs also contain the formation’s reserves, and are designed to be used in assaults – this is especially true for the Soviet HQs.
Second, at 50km/hex, several units can usually be placed in a hex without a severe density penalty. But you still need to be judicious in tailoring your attacks – especially with non-armored attackers in attacks against supported, fortified defenders.
The good news is that, since no one can bombard directly, ant-attack effects are minimized. This plus the low-density effects mean that a stack of units can actually be a good defensive position. Kind of realistic!
Third, note that the Attrition Divider is 2. That’s a very bloody setting. The above warning to be judicious deserves repeating. Particularly note that the Soviet Rifle Armies tend to be poor attackers – but you often will have no choice. The good news is that, with this AD setting, you can probably set loss tolerances to “Ignore Losses” without fear of burning up too many rounds. That’s even less of an issue with the low movement allowances, which will prevent excessive exploitation.
Note that I’m not saying that “Ignore Losses” should be used in all circumstances – in fact, I don’t really know what the optimum setting is, for certain. As I said, tactics shouldn’t be a big issue. Other than the above factors, you should be able to focus on the macro issues.
Let’s get started.
*Note that “Germany 1945” comes in two versions:
In this “Last Stand” version, the Western Allies & Soviets face the Germans in a more traditional treatment.
But there is also a “Race to Berlin” version, in which the Western Allies control the Eastern Germans and face the Soviets who control the Western Germans. The map is split (with dual Berlins), and the side that gets to its Berlin first wins. It’s a bit surreal, but might be more fun for both sides.
Also note that this test was played with a new version (version 3). Version 3 includes a modified equipment file (revising the M4/76 Sherman and the PzKpfw VI Tiger; and splitting a number of duplicate equipment items between the Soviets & Western Allies). It uses a modified Numbers.bmp (adding Army Group & Theater unit sizes). And sets the MRPB to 3, among other minor changes. It should be included in the TOAW III 3.4 update.
Finally, note that the game was played using TOAW III version 3.3. This primarily affects air losses to AAA. As of this posting, it's not yet available to the public.
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
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German Turn 1
German Turn 1
Attacking is usually a bad idea for the Germans. Unfortunately, they don’t have a choice on turn 1. By rule, they have to carry out the Bulge offensive. Elsewhere, only a few HQs should be moved into better supporting positions.
The attached screenshot shows that the Bulge offensive has been carried out. Both T1 hexes have been captured, as has the T2 hex (It’s best to get the T2 attack done on turn one if possible). It was costly, but there was no choice. The circled hexes are the two T1 and the T2. Note that two US airborne divisions have moved towards the attacks via Local Reserve into a blocking position.

Attacking is usually a bad idea for the Germans. Unfortunately, they don’t have a choice on turn 1. By rule, they have to carry out the Bulge offensive. Elsewhere, only a few HQs should be moved into better supporting positions.
The attached screenshot shows that the Bulge offensive has been carried out. Both T1 hexes have been captured, as has the T2 hex (It’s best to get the T2 attack done on turn one if possible). It was costly, but there was no choice. The circled hexes are the two T1 and the T2. Note that two US airborne divisions have moved towards the attacks via Local Reserve into a blocking position.

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- Curtis Lemay
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Allied Turn 1
Allied Turn 1
The attached screenshot shows the end of the Allied turn on the Western Front. The support for the bulge spearhead has been decimated although no ground was regained. The cost was heavy, but necessary.

The attached screenshot shows the end of the Allied turn on the Western Front. The support for the bulge spearhead has been decimated although no ground was regained. The cost was heavy, but necessary.

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- Curtis Lemay
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RE: Allied Turn 1
The attached screenshot shows the end of the Allied turn on the Italian Front. The American attack achieved complete success while the British attack failed disastrously.


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- Curtis Lemay
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RE: Allied Turn 1
The attached screenshot shows the end of the Allied turn on the Eastern Front. Hexes circled in green have been gained this turn. Konev’s forces have actually achieved a breach in the German lines. In the south, Budapest was captured (this will cause the Hungarians to surrender, but not before turn 10). The cost to the Allies was huge, however.


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- Curtis Lemay
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Turn 2
Turn 2
Having satisfied all the Bulge attack requirements, the Germans didn’t attack anywhere. They stuck to repositioning forces as needed.
The attached screenshot shows the end of the Allied turn on the Western Front. Green circles show hexes gained. Note that the Bulge has been completely reduced and the Ruhr threatened. This was a good turn on this front.

Having satisfied all the Bulge attack requirements, the Germans didn’t attack anywhere. They stuck to repositioning forces as needed.
The attached screenshot shows the end of the Allied turn on the Western Front. Green circles show hexes gained. Note that the Bulge has been completely reduced and the Ruhr threatened. This was a good turn on this front.

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- Curtis Lemay
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RE: Turn 2
The attached screenshot shows the end of the Allied turn on the Italian Front. Both attacks on the ends of the line gained ground. While the German front has been weakened, the losses were severe. The German strongpoint in Bologna will be hard to dislodge.


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- Curtis Lemay
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RE: Turn 2
The attached screenshot shows the end of the Allied turn on the Eastern Front. Hexes circled in green have been gained this turn (one hex was cleared but not captured).


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- Curtis Lemay
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RE: Turn 2
The attached screenshot shows the end of the Allied turn in Yugoslavia. Hexes circled in green have been gained this turn (and two hexes were cleared but not captured).


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Turn 3
Turn 3
The attached screenshot shows the end of the Allied turn on the Western Front. Green circles show hexes gained. Note that the Ruhr is being slowly enveloped and the center of the German line is disintegrating. Note that Saarbrucken was captured this turn. This was another good turn on this front.

The attached screenshot shows the end of the Allied turn on the Western Front. Green circles show hexes gained. Note that the Ruhr is being slowly enveloped and the center of the German line is disintegrating. Note that Saarbrucken was captured this turn. This was another good turn on this front.

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- Curtis Lemay
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RE: Turn 3
The attached screenshot shows the end of the Allied turn on the Italian Front. The only attack (on the right) failed badly. While there remain weaknesses in the German lines, the Allies need reinforcements before they can exploit them. This front will have to halt until such reinforcements arrive.


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RE: Turn 3
The attached screenshot shows the end of the Allied turn on the Eastern Front. Hexes circled in green have been gained this turn. The German lines are being weakened at great cost. More cost will be needed before they break.


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- Curtis Lemay
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RE: Turn 3
The attached screenshot shows the end of the Allied turn in Yugoslavia. Hexes circled in green have been gained this turn. The cost has been so high that further progress here may require Soviet assistance.


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- Curtis Lemay
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Turn 4
Turn 4
Note that the loss of Saarbrucken reduced German replacements by 5% and supplies by 1%.
The attached screenshot shows the end of the Allied turn on the Western Front. Green circles show hexes gained. The Ruhr continues being slowly enveloped and the center of the German line continues disintegrating. It’s getting desperate for the Germans on this front.

Note that the loss of Saarbrucken reduced German replacements by 5% and supplies by 1%.
The attached screenshot shows the end of the Allied turn on the Western Front. Green circles show hexes gained. The Ruhr continues being slowly enveloped and the center of the German line continues disintegrating. It’s getting desperate for the Germans on this front.

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- Curtis Lemay
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RE: Turn 4
The attached screenshot shows the end of the Allied turn on the Italian Front. The only attack (on the right) finally succeeded. Despite my pessimism last turn, this front may now burst open. The Allies still may need reinforcements to pull that off, though.


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- Curtis Lemay
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RE: Turn 4
The attached screenshot shows the end of the Allied turn on the Eastern Front. Hexes circled in green have been gained this turn. Also, a couple of other hexes were cleared but not entered. The German lines continue to weaken. But they have so many inter-supporting HQs that it’s very costly to make progress.


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- Curtis Lemay
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RE: Turn 4
The attached screenshot shows the end of the Allied turn in Yugoslavia. Hexes circled in green have been gained this turn via overruns. Note that Soviet help is on the way.


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Turn 5
Turn 5
The attached screenshot shows the end of the Allied turn on the Western Front. Green circles show hexes gained. The Ruhr has been completely enveloped and the center of the German line has ruptured. There are now more holes than can be plugged here. Note that both the Ruhr hexes have supply points & there is no production penalty for having either of them cut off. They have to be captured for that effect.

The attached screenshot shows the end of the Allied turn on the Western Front. Green circles show hexes gained. The Ruhr has been completely enveloped and the center of the German line has ruptured. There are now more holes than can be plugged here. Note that both the Ruhr hexes have supply points & there is no production penalty for having either of them cut off. They have to be captured for that effect.

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- Curtis Lemay
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RE: Turn 5
The attached screenshot shows the end of the Allied turn on the Italian Front. The Germans made the correct adjustment, but one weakly defended hex was still captured. I remain doubtful that real progress can be made here without reinforcements. However, the situation on the Western Front may require German withdrawals here, giving an opportunity.


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- Curtis Lemay
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RE: Turn 5
The attached screenshot shows the end of the Allied turn on the Eastern Front. Hexes circled in green have been gained this turn. And one hex was again cleared but again couldn’t be occupied. The German lines continue to weaken, and a real penetration occurred in Zhukov’s section. But it remains very costly to make any progress.


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