Forgot to take SS at the end but I do a pretty standard opening.
Riga falls to the 1st and 6th Panzer divisions but not after the 22nd NKVD puts up a brave defense and repulses the first attack.
SS Totenkopf, ennds its turn in Riga proper.
8th Panzer crosses the Daugava North of Daugavpils.
20th Pz. exploits through Vilnius upto 1 hex short SW of Daugavplis and is attached to LVI Corps.
In the end I create several small pockets but chose not to use the SS Tot. to capture Ventspils.
The Bialystok pocket is easily made.
Kaunas falls easily to a determined attack by II Corps.
At minimum a corridor of 5 hexes is made North and South of the pocket. 3rd Pz G. inf. and several 9th Army infantry divisions make best speed towards Minsk.
Brest is isolated but not attacked. This leaves me short a couple of movement points but nets me 3 extra divisions isolated next turn.
I end the turn with an unbreakable pocket closely huging Minsk.
2nd PzG. is concentrated around Baranovichi (SW Minsk) ready to go straight East or follow-up 3rd PzG through Minsk. Unfortunately, I cannot ZOC the Minsk garison.
4th Army exploits East through the gap while attacking here and there. I generally avoid attacking into the pocket too much as I don't want rout moves to the swamp.
A small Kovel pocket is created and further down the (what I call) normal Lvov pocket by exploiting to Novoselitska.
I start pushing in the Lvov pocket from the West and North but mpost infantry is used to attack through the gap and moves East.
I don't have the time or patience to practice the German opening 15 times so all in all I'm happy with the result and consider all pockets unbreakable bar freaky dice rolls of my opponent.
I start the process of cleaing out the C&C mess the Germans start with. The aim is to have all Corps and Armies at or below C&C limits asap. At the same time I like organizing elite infantry Corps and ideally, each Army should have one. These Corps will contain the highest Morale and Quality infantry units, heavily supported by Stugs, pioneers and heavy arty. When I bump into a heavily defended line, these are the guys that will try to break it.
I start in the North and re-attach high quality units to I & II Corps where necessary. Unfortunately, several of the 85 morale units don't get lucky rolls and don't get a bump up to 86+. Model takes command of I Corps.
For 4th Army, Heirici's XXXXIII Corps is selected and in time it will receive 7th, 17th, Sturm and 23rd infantry divisions which are at or close to 86+ morale.
For the other Armies, it will depend on good morale dice rolls.
For the first turns I use the automated SU tool to do the heavy shuffling.
I set all Corps HQ's to 1. All Army, ArmyG to 0, and OKH to 9. Later, I intend to reassign stuff mostly manual but this is by far the most cost effective way at the start of the game that I have found.
By the way, your comments suggestions are welcome.
< Message edited by glvaca -- 6/4/2012 5:26:12 PM >