heliodorus04
Posts: 1369
Joined: 11/1/2008 From: Denver Colorado Status: offline
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Do not let Korps get overloaded - that's the most important die roll in the chain, and the ones Germans are most likely to make. I find that an overloaded Army can do okay. I'm a fan of 2-4 CP overload to an Army if the leader is good (to very good), and these divisions can be effectively used in support of subordinate HQ attacks. For example, attach 2 infantry to 18.Army that are free roaming (is that a 'striker' in football?). They make excellent aditions to any attacks by Corps HQs in 18.Army - they do much better in support (where the Corps will actually take the lead as the HQ supporting the combat) than they would if they were within 5 hexes of the HQ attacking by themselves. Army Group B is not all that great, because it complicates your air assets a ****-ton. They do not transition as the subordinate armies do (to OKH, for free re-assignment).
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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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