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road to smolensk

 
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road to smolensk - 2/10/2013 7:31:24 PM   
GCC40

 

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Have to ask - is this scenario even possible for the axis player on normal setting?

The first two turns are fairly astounding, gobbling up huge pockets of russians and sweeping towards minsk. Massive losses, all very impressive. 3rd to 4th turns - i see little happening as the russian retreats east and begins to form a defensive line from Velikie Luki in the north to Gomel in the south. Its not too deep, about 1 to 2 hexes. My problem at this point is supplies and getting my units into place, although I usally have taken minsk and mogilev by the end of turn 4.

turns 5 to 10. Russians now have a defence in depth extending on average to 10 hexes deep. No chance of bursting through with tanks and sweeping past and I get caught in a grind. Supplies are a major problem as the all the rail links are busted and can no longer do deliberate attacks.

Basically I have lost the game by turn 6 as there is no way I can grind through a defence line that thick. Did other players find this?
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RE: road to smolensk - 2/11/2013 5:00:58 PM   
Balou


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Yes. Welcome to the Stalin Line.
What do you mean by "RR busted" ? Don't you have any FBDs (german railroad repair units) coming up ?

(in reply to GCC40)
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RE: road to smolensk - 2/11/2013 6:36:59 PM   
redmarkus4


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quote:

ORIGINAL: GCC40

Have to ask - is this scenario even possible for the axis player on normal setting?

The first two turns are fairly astounding, gobbling up huge pockets of russians and sweeping towards minsk. Massive losses, all very impressive. 3rd to 4th turns - i see little happening as the russian retreats east and begins to form a defensive line from Velikie Luki in the north to Gomel in the south. Its not too deep, about 1 to 2 hexes. My problem at this point is supplies and getting my units into place, although I usally have taken minsk and mogilev by the end of turn 4.

turns 5 to 10. Russians now have a defence in depth extending on average to 10 hexes deep. No chance of bursting through with tanks and sweeping past and I get caught in a grind. Supplies are a major problem as the all the rail links are busted and can no longer do deliberate attacks.

Basically I have lost the game by turn 6 as there is no way I can grind through a defence line that thick. Did other players find this?


Yep - and many complained bitterly. A number found ways to beat this AI response (many of the units in that enemy carpet are only shells) but as far as a convincing representation of the east front goes, it stinks. Your best bet is to find a human opponent who is willing to agree to some sensible house rules.

_____________________________

Managers read statistics and tune processes. Leaders interpret statistics and determine strategy.

(in reply to GCC40)
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RE: road to smolensk - 2/11/2013 8:41:27 PM   
GCC40

 

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by RR busted I mean red completely wrecked and unusable railway lines, Russian AI doesn't need partisans, he had the rails pulled up as he retreated I think .
The static repair units sit on the borders and I don't get any sense that they are doing anything. The FBD unit - the only one that moves - I have one of those but trouble is, I can't figure out were to place this unit and put it too work. I basically can't get the highlighted text that enables line repair, so it is next to worthless.

I can do air drops and use HQ units to provide supplies but it is a huge issue - game has a steep learning curve as it is without the AI being a massive ball buster.

As for tactics I could use the panzers and mobile inf divisions to sweep way forward than would be practical. The AI curiously lacks aggresion and I could probably pull that off, a Human opponent would take great relish in punishing you for that. I could try bigger encirclement tactics and try not rush the destruction of the pockets - again I suspect russian AI would not challenge that.

What sort of house rules are normally empolyed. Very much new to this game (played table-top games before going to the pc with steel panthers, Combat mission back in the day)so not familiar with the etiquette around here.

(in reply to redmarkus4)
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RE: road to smolensk - 2/11/2013 8:56:58 PM   
Balou


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To repair a RED (=damaged) rail hex, you need to click on the FBD unit. First, move it over the red hex. You will see two values: an RRV value and a RRC value. Click on the RRC, and the hex turns ORANGE (=almost repaired, will automatically turn GREEN next turn). Then move the FBD to the next rail hex and repeat.

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RE: road to smolensk - 2/11/2013 10:20:41 PM   
GCC40

 

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Ah - right - it has to be next to a green (undamaged hex) so on average its 2 turns per hex - i take it the static units follow the rail lines on their own? handy to know but the sheer scale of the task is beyond the turn limit of the game. I'll have to try something else to crack this particular little nut - maybe a pbem. Thanks for clearing that up Balou, much appreciated :)

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RE: road to smolensk - 2/11/2013 11:06:29 PM   
Balou


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quote:

ORIGINAL: GCC40

the static units follow the rail lines on their own?


I guess you talk about construction units other than the FBD ? They're not static, but most important you can't order them where to start repairs. Usually their brains tell them to connect the main railways - although I don't know how many FBD's you're given in this scenario.

(in reply to GCC40)
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RE: road to smolensk - 2/12/2013 6:38:02 AM   
AFV


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FBDs have enough MP to do about 3-4 hexes per turn.

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RE: road to smolensk - 2/12/2013 8:19:25 PM   
GCC40

 

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yes sorry I meant you can't control the contruction units - I have one FBD unit in the scenario - being 10 turns long - it wouldn't make much sense to have more.



(in reply to AFV)
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