heliodorus04
Posts: 1369
Joined: 11/1/2008 From: Denver Colorado Status: offline
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Here's moscow
A more complicated picture made up of 3 elements. Yellow lines: hinges of your defense. Red lines: Phase lines of east/west defense Purple: Blizzard counter-attack goals. Let’s start with the yellow. These are the anchors of your defense during the snow turns, the last turns the German has to do anything useful until May… While the rivers will freeze and become less useful, they will (probably) be some help to you in defense. It’s fine if the German pushes into the gap between the north line and the south line. What’s important is that he doesn’t unhinge these anchors, especially near the lake (north side) and the western-tip of the south side. The phase lines are suggestions for creating a weak, thin line in the center between. The idea is to encourage the German to move eastward between the anchors by making the phase lines easy to attack and dislodge, while discouraging the German from attacking the (hopefully reinforced) strong defenses at the anchor’s western edge. This is a bit of a gambit, and he might not take the bait. But if he does, you can visualize how you’re setting him up for isolation and destruction. If the Germans fill in the area between the anchors, then you can possibly counter-attack him as shown, hopefully bag a lot of units in isolation, and re-take Moscow. To do that, though, you have to start preparing for winter counter-attacks now. The purple lines will require reinforcements to conduct such an attack. I recommend diverting some armor and some cavalry (don’t ask me from where) into the areas north and south of each anchor line. You don’t need to do much with it right now, but have it ready to first defend the anchor lines, and second, be in good order for Blizzard counter-attacks. Blizzard counter-attacks generally roll well when you start with Armor & Infantry doing deliberate attacks, break a line, and then drive through it with cavalry (which is a better blitzkrieg tool for the Soviets than tanks because they don’t need as much fuel and they move incredibly well in bad weather). But a more serious concern, and a more immediate one, is re-organizing this horrible command structure. And this is the kind of ‘big, multi-turn problem’ that the Soviet player must learn to manage if he’s ever going to be successful fighting the Germans. The simplest way I can think of to tell you (Fulkerson) to manage this is just to do it North-to-South. Delineate what each Front is responsible for, and within that Front, make a mental note of what each Army should be defending. Then move divisions, and re-assign divisions so that they fit with that plan. Even when you get a good, efficient command structure based on geography, the Germans can still screw it up by penetrating deeply between a couple armies such that divisions get scattered and are no longer close to their HQs. When that happens you need to carefully consider whether it’s better for you to move the division back to his HQ. This costs you (negative) supply, fatigue, and prevents you digging in the further you have to move. It gains you (positive) Admin Points. If you have the AP to spare, and you are more concerned about saving movement points to dig in, then switch the out-of-place division to his nearest HQ. By the way, because this thing is something the Soviets need to do each and every turn (because you’re always being pushed somewhere), this is why I recommend leaving Army HQs at 20 CP. This leaves room to bring in under the wing, so to speak, new divisions as necessary. Another things that you can try to remedy here is to also consolidate airbases and airbase HQs logically to support their fronts. Don’t worry about spending AP on airbases right now, just try to keep them within 5 of their HQs and within 10 of the front. Finally, where the heck is Reserve Front?
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< Message edited by heliodorus04 -- 5/4/2011 3:16:53 PM >
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For the longest time I thought I'd buy WitW to ensure my legitimate voice of criticism could be heard. But as WitE continues down the path of Soviet Army fantasy-land, I've given up all hope of enjoying either game again.
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