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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please

 
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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/14/2011 2:35:53 AM   
TulliusDetritus

 

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In his defense: "Miller" and "Miller41" are different things. The owner of this AAR should be more concrete

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Post #: 61
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/14/2011 2:50:46 AM   
cookie monster


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He could at least have the decency to log off before reading....

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Post #: 62
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/14/2011 3:24:30 AM   
Q-Ball


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quote:

ORIGINAL: gingerbread

Regarding Riga:

You can bomb the port in the hew just to the west of the lone Soviet airbase NW of Riga across the gulf. It has a port cap of 3 and that allows it to cover the entrance to the gulf.
Since range is rounded down, a 1% hit will allow sea movement into Riga, but the port will repair so for Riga to be used as a supply conduit on turn 2, it must be brought down to 96% (assuming the rules state repair % correct, p 282). This would decrease bombers available for T1 airbase attacks, but could very well be worth it - a PZ XXX HQ in a supplied Riga has a very good supply state.



Timeout: This is how you open Riga?

BTW if that works Turn 1, that would also allow you to get an Infantry Corps there by ship. In fact, you might want to hold back a few more units to ship them in Turn 2. I think they get to Pskov faster that way.

Someone needs to test and verify this!

PS: I just tried, and I can't get Riga open. Anyone else?

CHARON: BTW, good AAR, and excellent opening, particularly in the South. I like diverting the extra Pz Corps to AGN with the new swamp rules, that makes Leningrad more attractive as a #1 objective. Nice job so far.

< Message edited by Q-Ball -- 2/14/2011 4:41:09 AM >

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Post #: 63
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/14/2011 9:18:09 AM   
CharonJr

 

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Thank you guys for the praise of the southern opening, I feel it is very strong, too, but the center does suffer.

Due to continued penetrations of OKH's security it was decided that meeting notes will only be allowed to be written down with a delay of 2 weeks ;)

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Post #: 64
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/14/2011 6:13:14 PM   
CharonJr

 

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T4 - just the basic facts:

Pskov was taken after some heavy fighting (needed 1 hasty attack by 3 divisions plus 1 deliberate attack by 1).

15 units were destroyed in all the pockets, costing the Red Army another 90k men and about 1k guns and tanks.

The Wehrmacht is getting closer to Novgorod, but has not reached it yet.

A small pocket was formed to the esat of Minsk.

2 brigeheads across the Dnepr/Desna have been established to the north of Kiev and the east of Cherkassy (no defenders on the other side of the river, but had to overcome moderate defenses on my way there).






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Post #: 65
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/14/2011 10:29:29 PM   
sillyflower


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quote:

ORIGINAL: CharonJr


Due to continued penetrations of OKH's security it was decided that meeting notes will only be allowed to be written down with a delay of 2 weeks ;)

Sad but I completely understand and would do the same.

Hopefully Joel will solve Riga mystery on the other thread

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Post #: 66
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/15/2011 2:46:03 AM   
jjdenver

 

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It's really sad when opponents read AAR's - that's so low. It's not a joke at all. Sportsmanship and enjoying the game with your opponents is part of the fun. Why would you want to play a game with someone you can't respect as a fair sport?

Anyway - this is a really good German south and north opening imo - as has already been mentioned. So I'd like to pat you on the back for that, and thank you for writing the AAR.

G'luck.


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Post #: 67
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/15/2011 7:45:29 AM   
DivePac88


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quote:

ORIGINAL: CharonJr

Thank you guys for the praise of the southern opening, I feel it is very strong, too, but the center does suffer.

Due to continued penetrations of OKH's security it was decided that meeting notes will only be allowed to be written down with a delay of 2 weeks ;)


The praise is deserved as this is a well thoughtout and exacuted plan, you definitely are the master of the operational art of war. Over the years I have read literary thousands of AAR's, but I find this one in a class of it's own.

But the pity is that you now have tone-down the amount of information that you are giving us, because of your opponates unbelevable bad-form.


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Post #: 68
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/15/2011 10:17:20 AM   
CharonJr

 

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Thank you :) Actually I am starting to to think about giving full screenshots anyway since it is fairly boring this way - essentially turning it into a no FOW game for the Soviets ;)

But I think I will refrain from posting too much about my future plans.


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Post #: 69
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/15/2011 1:09:29 PM   
CharonJr

 

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T4:

With Pskov in my hands I only try to open a small lane towards Novgorod this turn with 2 Panzerkorps. The thrid is resting for now and I want to use it to push hard towards Leningrad on the next turn, the defenses seem fairly feeble for now, but I expect a lot of Soviet reinforcements showing up soon.

The Panzerkorps heading for Smolensk and Gomel are resting, too, I even thought about using HQ supply for them, but decided against it in the end since I know how bad my transport situation will become in the winter, especially considering the large gains in the south.

After having established the 2 bridgeheads Heeresgruppe Süd's Panzer are fairly exhausted and I will be unable to do anything other than trying to hold those bridgeheads during the next turn.

During the next turn my infantry should arrive at the large gap that has been created by the fast advance of the Panzer and being unwilling to keep some Panzer back to hold the southern flank, but considering the state the Soviet southern front should be in I am not overly worried.






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Post #: 70
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/15/2011 8:21:25 PM   
CharonJr

 

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Just finished my next turn and my plan keeps largely working as intended, but close to the end I got a crash and had to redo the turn with worse results. Is there no autosave for server based games?


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Post #: 71
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/15/2011 8:25:22 PM   
Q-Ball


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quote:

ORIGINAL: CharonJr

Just finished my next turn and my plan keeps largely working as intended, but close to the end I got a crash and had to redo the turn with worse results. Is there no autosave for server based games?


After a couple of those, I learned to save frequently during long turns, and re-login. During mud or whatever I play straight through, but it takes me a couple hours to finish an early Axis turn--too much time to lose like that.

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Post #: 72
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 9:08:38 AM   
CharonJr

 

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T5:

Had to learn the hard way that the server will not autosave in between, had a very nice turn here (4. Rum. Armee assigned to Antonescu for 49 AP instead of the 98, created a nice Pripyet pocket, got close to Leningrad and broke the fortifications at the Smolensk landbridge), but crashed.

Oh well, lets see if I can repeat it.

Drat, neeed the full 98AP to reassign the Romanians now...

XXXXI Panzer makes it across the Luga and past the swamps to the light woods and plains in front of Leningrad (again). LVI and LVII Panzer keep resting since I lack the MP to pose any real threat on Novgoroad and with the infantry having caught up I might be able to either creaet a pocket or simply send the mobile forces towards Leningrad and let the infantry deal with Novgorod - agreeing with my maxim of staying as flexible as possible.

The Finns manage to isolate 3 Soviet units, but the pocket around Vyborg can be opened easily.

This time I fail to take out the 2nd fortification on the landbridge and thus fail to isolate Vitebsk as well, grrr....

And I made the Gomel/Pripyet pocket, but since I needed a second hasty attack vs. Gomel it is much less secure now than it was earlier. I am very sure that this one WILL be broken, but at least all of the Pripyet Marshes where there is no Soviet unit will convert to my control and the units inside the pocket should be weak enough to allow me to close the pocket again.

It seems like I have used up all my luck on my previous attempt. While I had above average luck then I had below average luck now, oh well, overall it still looks ok, but keeping the Pripyet pocket closed would have been great.

Dang, send the game before getting any stat screenshots, looks like this is not really my day... ;)






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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 11:29:47 AM   
Bletchley_Geek


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Very nice maneuvers Charon

Miller41 in his other games has been shown to be a very good Polkovodets Robinovich, but you're doing an excellent work keeping him off-balance. He'll have to take quite a few hard decisions in the next turns, if he doesn't cover well industrial centers in the Dnepr basin and Khar'kov, his tank, armament and vehicle production will be severely gimped.

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Post #: 74
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 4:47:27 PM   
CharonJr

 

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Thank you and yes, it already looks like my psy-ops are having some success, he seems to have decided to run rather than fight for now, but this means he has fairly strong defenses where he decides to make a stand.

BTW, I think I found the culprit, was running W.o.T. here while playing the current turn and have been crashing left and right, so it seems that there are some problems with my machine when I run both of them at the same time.


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Post #: 75
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 6:40:16 PM   
TulliusDetritus

 

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quote:

ORIGINAL: CharonJr

he seems to have decided to run rather than fight for now, but this means he has fairly strong defenses where he decides to make a stand.


Hmm, the German players should try playing the Soviets... It's only turn T5. Too early to say "he's running away". What most of the German players tend to forget is that if you manage to do two competent first turns the Soviet does NOT, repeat, does NOT have anything left...

So the "running away" thing makes little sense... The front is "empty" because the competent German players have pocketed the Frontier District forces... Until the arrival of the STAVKA reserves the front will be more or less empty. And that's what German players INCORRECTLY call "running away"

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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 6:48:17 PM   
CharonJr

 

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Nah, that's what I would call progress without any opposition, only pulling back forces is running away ;)

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Post #: 77
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 6:52:12 PM   
TulliusDetritus

 

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But does he have "forces"? Really, you should try playing as the Soviets... then you would see almost N O T H I N G between the enemy Panzers and Moscow and Leningrad...

And by the way, he is not "running away" in the Western... He is waiting for you along the Dnper

< Message edited by TulliusDetritus -- 2/16/2011 6:53:38 PM >


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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 7:00:46 PM   
Flaviusx


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The Soviet lost 3 fronts here in the first few turns. His unit count is very low. Losing most of NW and West Fronts early on is par for the course, but adding SW Front to that...

So, yeah. Not a runaway. He's simply getting steamrolled. The German is already across the Dnepr in the South. I've never seen that happen so early.

The deadpile right now must be pretty huge; wouldn't mind seeing a display of that, as a matter of fact.

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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 7:09:48 PM   
TulliusDetritus

 

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Yes, these Soviet forces in the Western Front along the Dnper have nothing to do now... Two panzer armies north and south of them. Scary They were contained this turn in the north but it's a pure illusion

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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 7:19:32 PM   
Q-Ball


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It seems like there are 2 Rifle and 1 Sec unit along the Finnish border that, due to the timing of the unfreeze on both sides, are doomed every time with an alert Finnish player. Every game I play, those units are "Pocketed" eventually. There just aren't enough MPs to get them out of there.

Without Leningrad, that's about the extent of the Finns contribution to Blitzkreig

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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 7:38:41 PM   
CharonJr

 

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I am using knowledge about T6 here already, he "ran" from the Dnepr south of Mogilev, but we can agree that he does not have THAT many units, but still a decent number from what I saw.

The Panzerarmeen around there lack the MPs to really do anything, but their scare-value is still high ;)

Concerning the 2 unit pocket in Finnland I think he might have gotten them out, but this would have taken units from digging in Leningrad, so it is the right decision he made I think.

T5 should not have added very many dead to the Red Army I think, but I will try to remember to take a screenshot at the end of turn 5.

Basically I think I am still unhappy about the T5 crash ;)

Bloody World of Tanks, first it crashes my game and now I can't pull myself away from playing my mighty Bison and PzKpfw 38 in order to focus on my turn ;)

< Message edited by CharonJr -- 2/16/2011 7:42:59 PM >

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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 7:53:39 PM   
TulliusDetritus

 

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I know he's got some forces. The 20, 21, 22 and 24 Armies. Along with the 16 and 19 in Ukraine: I send the latter too to form a big mass between the AGC and Moscow They start the game frozen though.

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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 10:01:08 PM   
CharonJr

 

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T6:

Hard fighting around Leningrad, but some progress is made, in addition everything west of Leningrad is cut off, this should help some of my infantry getting there faster in addition to opening up the line of supply from Tallinn.

Very heavy resistance at the Smolensk landbridge and only slow progress is made, while 16. Armee moves towards Velikie Luki, leaving a number of options to me.

Vitebsk was largely abandoned (1 rifle div) and taken this turn (was slowing down my troops heading north).

As expected the Gomel pocket was broken, but it was reestablished this turn.

Kiev is free of defenders, as are Cherkassy and Tallinn (IMO he should have left token forces there to slow me down a bit).

There was more than a token force in Odessa, but 11. Armee forced them to retreat and FDB5 ends the turn 3 hexes from Odessa while the port of Ochakov is occupied.

Kirovograd is lightly defended and occupied while 1. Panzerarmee heads south to isolate Nikolaev and the few troops ermaining there. Currently this seems to be the best use of my armor to me since it will help more infantry to catch up faster due to the cleared/controlled terrain and the supply situation should improve a little bit due to having Odessa and the supplies being able to go directly from there to the troops. In addition it is usefull for starting to put some pressure on the Krim.

There are fairly heavy defenses in front of Sumy and Poltava and I have to start thinking about how I will deal with them - I am fairly sure that Panzer are involved somewhere in this plan ;)

A couple of FLAK companies and Romanian airbases and 3. Rum. Armee are disbanded this turn.

Casualties were fairly light since there were no real pockets here, but the next turn will hopefully see some improvement there, I will need about 150k casualties each turn for the Red Army till the winter IIRC to prevent them from really growing, doubt this will be possible here.

The supply situation is slowly improving and Odessa together with the pocket there to clear terrain should be helping, too.

The status of my Panzer can be guessed fairly well from the large number of unready AFVs, after the initial breakthrough phase the pace will be a bit slower now, but I can see the occasional burst of speed in the future ;)






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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 10:31:13 PM   
sillyflower


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but now we know he's stuffed because he has no armament points with beta 4

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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 10:49:42 PM   
CharonJr

 

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Good point, and the lost factories will not be helpfull there, too (have to take a look at this nice map posted in the war room to see how many he has already lost).

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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 10:50:09 PM   
Fetrik Snubbe


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quote:

ORIGINAL: sillyflower

but now we know he's stuffed because he has no armament points with beta 4


The fix for that has been released. So the fight isn't over yet. :)

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Post #: 87
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/16/2011 10:54:51 PM   
Flaviusx


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The fix only works on new games, I think. Can't reset pools midgame.

Edit: never mind. Pavel is way ahead of me.





< Message edited by Flaviusx -- 2/16/2011 10:56:14 PM >


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RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/18/2011 4:40:11 PM   
CharonJr

 

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Dang, he broke the southern pocket with a cav, looks like I have underestimated their morale/MPs, oh well, with a bit of luck the cav will end up in a new pocket, but my timetable is starting to slip.

Will try to post a full update later today.

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Post #: 89
RE: 1. MP game vs. Miller41 (SOV) - no Miller, please - 2/18/2011 10:01:20 PM   
CharonJr

 

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T7:

16 units with 108k men, 1.4k guns and 57 AFVs were destroyed in the pockets and the pocket in the south is resealed, trapping 6 additional units, one of them a cav division.

Also in the south 1. Panzergruppe established a bridgehead across the Dnepr to the north of the Krim since the Soviets have been starting to put units along the Dnepr to the south of Zaporozhye.

With Kuressare under my control Riga finally acts as a supply source, but at this stage of the game the rail repair has progressed too much for this to be still very usefull.

Heavy fighting continues around Leningrad with my troops cutting towards the east and in the end it is nearly isolated from land (all the rail lines are cut).

To the south of Velikie Luki small progress is made, but with my mobile units finally having regained enough MP a hole is blast into the defenses to the west of Smolensk and a fairly large pocket (about 30 units) is formed.

Basically along the complete front the infantry has caught up with the armor now.

Some of the worse infantry corps leaders were dismissed and replaced by better ones (all of the GENM).

The number of Soviet soldiers looks too low, most likely due to the armaments problem already mentioned, but the next turn should fix this (dang, will likely get less men from the pockets due to this, too).

I thought about sending a German unit to Finnland to circumvent the no attack line, but luckily I tried this in a hotseat game vs. myself first. No chance to pull this off due to the German no move zone - likely established to prevent exactly this from happening ;)






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