loki100
Posts: 91
Joined: 10/20/2012 Status: offline
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quote:
ORIGINAL: Seminole quote:
Defending against an axis thrust that prioritises reaching the Luga is clearly difficult, and its not something I have come up with a solution to. You didn't present full maps of the defensive arrangement on turns 1 and 2, but the rifle & AT brigades, as well as security units and the paras need to pushed forward to screen (remember to use the rail to get these units in position), and with a little help potentially cut off, his spearheads over the Daugava river if he is reckless. The first week I try to get my strongest (best morale) forces around Pskov to hopefully avoid him crossing the river on week 2 (or force him to cross it south of Pskov). With the screen raising MP costs and the best morale units along the Velikaya river, forcing deliberate attacks to cross that river can hopefully give you time to force deliberate attacks across the Luga as well. By that time your unit density should be picking up. As early as practicable (fixing command chains on the front line overrides) get a fort built on the port that feeds Leningrad, this will allow you to get to entrenchment level 3 on the backdoor of the Neva river line. I noticed you had rifle divisions on the Finnish no attack line and brigades defending the Neva river. That is backwards. thanks for that, all I did on the first 2 turns was set up a loose screen at Pskov and fall back out of range in the south. Perhaps I should have added the Paras to the Pskov defense and made more of a stand there. whats interesting in this scenario is the goal is clear and the unit density low enough that it is a bit chess like. Not least you can replay and thus try ideas out (& of course learn how the game slots together) which was our goal. I'm doing another go (PBEM against someone else) and am trying to use refit to force up the CV of a number of key formations so the Luga can be defended with more commitment - of course the cost is that a load of the new divisions turn up depleted rather than just in need of refit. So it'll be interesting to see if they are ready in time to feed into the line. I'm also experimenting in calibrating the Leningrad force so that there is enough but not too much there. the layout on the stop line was temporary. I had a number of divisions needing to refit so I dumped them on the line to recover and then rotate back in. quote:
ORIGINAL: rrbill I appreciate your effort to show the scenario campaign. Germans should win this one, always. All you could do was hold out with maximum points protected as long as possible. The fun is in the play. The ports are essential to the Soviets' defense of L'grad. The thrust into the rough terrain that you feared should be easy to contain because of terrain and communication lines (I think.) I'd let the German go there and tie him up. Again thanks. I do find this a good learning scenario (size/focus/relative speed of play), I realised after I'd made those deployments that an attempt to go directly east was in my favour - poor terrain, long supply lines, the VVS hornets nest and the chance to nip in behind a flank, so should have just built up on the upper Volkhov. quote:
ORIGINAL: Wuffer As allways, very well written and illustrated. I think, rrbill is right - any real success for the soviet side in this scenario would be mainly due German mistakes... BTW, welcome to the post-Hoi-world, what is the most important aspect of this posting :-) Greetings thank you. I must confess becoming fed up with HOI3 was one reason to pick up WITE. In many ways its a good complex game but they have never managed to make the AI into a real challenge. I recall with the final patches of HOI2 with H/VH the AI could scare you and give you a run for your money. So I fancied a shift of approach back to more historically based campaign games - and so far am utterly delighted with WiTE (def got my money back). Now I#ve worked out how to mix text and images as I prefer, I suspect this won't be the last offering here.
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