Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: OKH - 8 player multiplayer Axis thread

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> After Action Reports >> RE: OKH - 8 player multiplayer Axis thread Page: <<   < prev  4 5 6 7 [8]
Login
Message << Older Topic   Newer Topic >>
RE: OKH - 8 player multiplayer Axis thread - 11/3/2017 5:45:42 PM   
HardLuckYetAgain


Posts: 1203
Joined: 2/5/2016
Status: online
IMHO, the North for the Germans need a few units running reserve mode behind the line ;-P Like one of the Motorized brigades. This could make the Soviets attack even more bloody and probably will stop them in their tracks every time it reacts from reserve ;-P Just my 2 cents. (a 50mp Brigade is going to react 3 to 4 times in a turn with a good leader, hint hint hint)

< Message edited by HardLuckYetAgain -- 11/3/2017 5:46:53 PM >


_____________________________


(in reply to HardLuckYetAgain)
Post #: 211
RE: OKH - 8 player multiplayer Axis thread - 11/3/2017 5:56:53 PM   
HardLuckYetAgain


Posts: 1203
Joined: 2/5/2016
Status: online
quote:

ORIGINAL: bigbaba

quote:

ORIGINAL: HardLuckYetAgain

quote:

ORIGINAL: M60A3TTS
The Axis lost 33 men in capturing Leningrad on week 13. We don't need to talk about victory conditions until silliness like these kinds of results are fixed.


OMG! M60 you are too kind calling this "silliness". I can think of a great deal of better words to say which are border line if not flat out obscenities. The causality rate given to the Germans is pure fantasy. I know what Chaos45 wrote about is true & it is true in this game and in the games I have been playing. This is beyond silliness.



on the other hand, the casualty rate of the red army 2.0 is too low. why?

because the recon is so good, that the red army player can choose his attacks wisely. in reality, the red army made attacks with horrific loses because of poor intel even in 44-45 (seelow hights for example).



It is how the game is coded and made to work here in 1.0. :(

I can say I have been extremly happy in 2.0 so far and that is the exent of what I can say. The game is a very steap learning curve and if you have not played WiTW I implore you to learn the system there since WITE 2.0 the mechanics are similar to WiTW. It will be time well spent learning so you can get into the game directly when it comes out.






< Message edited by HardLuckYetAgain -- 11/3/2017 6:01:22 PM >


_____________________________


(in reply to bigbaba)
Post #: 212
RE: OKH - 8 player multiplayer Axis thread - 12/6/2017 6:09:59 PM   
thedude357


Posts: 56
Joined: 10/13/2012
From: California
Status: offline
Turn 14 Army Group South

Very low intensity turn with some contact in the Crimea and the closing of the Stalino pocket. 1st Panzer Group is positioning for better supply from the rails to perhaps take advantage of any opportunities in the next few turns. 11th Army pushes forward in the Crimea and is almost at the gates of Sevastopol, but some very tough level 4 forts remain in the way to get there. Some more German infantry divisions are committed to the Crimea. The Romanian 4th Army closes in on Ak-Manay to slow the fort building. 6th Army closes in on Voronezh, and 17th Army catches up to create a defensive line north of Rostov. Supply is starting to become an issue east of Stalino and halts any further advance past Rostov.





< Message edited by thedude357 -- 12/6/2017 6:13:32 PM >

(in reply to HardLuckYetAgain)
Post #: 213
RE: OKH - 8 player multiplayer Axis thread - 12/7/2017 12:26:00 PM   
Telemecus


Posts: 959
Joined: 3/20/2016
Status: offline
Turn 14 24-September-1941 Air War AKA SparkleyTit's Dishonourable Carnage Report

Soviet air activity during their last action phase consisted of ground bombing two hexes in the centre prior to some ground combat. Apart from this there was no other soviet air activity, including no ground support, no airfield bombing and no recon. During their last logistics phase there was no partisan supply. And during our action phase there was no interdiction or ground support - aerial interception was the sole mission.

Red air force dispositions continue to consist of a large number of empty airbases, although noticeably more aircraft seem to be back on the map. We can see the same three groups of airbases with aircraft as last turn. A northern one which, not being able to fly from anywhere more northernly, has retraced it steps and is now travelling east to Vologda in a long trail. The three airbases behind Moscow have travelled further back to Ivanovo - but leave a surprise new airbase of U2VS behind. The interceptors are still at Gorky. And this turn sees the return of the Red Air Force to the south of Moscow as a new group of two hexes of airbases with only interceptors appears near Stalingrad. Only the northern group and the Ivanovo group contain aircraft suitable for partisan supply. Only the group at Ivanovo with the new U2VS base can really affect the ground war.



[Many thanks to Crackaces and Stef78 for their recomendation of PicPick - far nicer graphics and not too difficult!]

Interceptors in the Ivanovo group continue to decline to defend their own airbases, so we continue to rack up large Soviet losses in unopposed daylight airfield bombing. The first appearance of the Pe-3 night fighter is an ignoble one of being annihilated on the ground in broad daylight. But targetting the U2VS last we literally run out of bomber air miles to do much damage there. And as the eastern most bases of the group are now in range of the interceptors at Gorky, they are at least defended by somebody. Nevertheless we leave all of the Soviet airgroups, bar the U2VS, with complements of low single figures.

quote:

ORIGINAL: M60A3TTS
That U-2VS airbase didn't get much in the way of Luftwaffe love this turn, so like an obstinate child, it will kick and scream (by bombing you) you until you do. You're going to do my job for me whether you want to or not.


Turning to the northern group our only real interest is in the airbase which can supply partisans. But to do the maximum damage we need to sweep fighter cover away. But the Northern group is strung out a long way to the east. Many fighters are destroyed at the western end, but continue to fly from the eastern end. The long distances are starting to tell. Even after a lot of time carefully placing airbases and airgroups, we are only able to bomb many of these airbase hexes just once. And at the eastern end our fighters are just too far away to have any impact. Hence we have to resort to something that so far has been unnecessary, unescorted night bombing of airfields. The damage done is enough to continue to ensure no partisan supply flights this turn again. But the Soviets manage to launch 42 fighters and down 9 of our bombers. Just as we operate against the red airforce at the longest distances ever so far in this game, the red air forces willingness to fight has returned and palpably its quality has improved. While airfield bombing is limited to airgroups that have used under 33% of their air miles, the distances involved in these last air missions leave many of our bomber groups with more than 50% of their miles used after their last airfield bombing mission. This turn there will be a lot less for our other missions.

Rather than leaving industry to last we have started to bomb the interceptor factories before using bomber groups for ground bombing/support. With the MiG-3 factories evacuated Soviet interceptor production has been slashed. With the Yak-1 factories still without fighter cover and with their expansion still halted at a low level, we decide to concentrate on racking up the largest damage levels possible there now before it does receive fighter cover, or weather cover! So for the first time the Rumanians do not participate -this is an all German affair - and damage levels go from 10%/9%/2% to 18%/21%/7%. At these levels even if there was no more damage we expect a Yak-1 factory to cease production at least three times and know they will not all recommence their expansion until turn 21.

The last mission of the Luftwaffe's Ju88s and He111H-4s is to stop the expansion of the tank factory at Gorky. This succeeds as we get 1% damage, but with the best result for the Soviets in a night mission ever as we lose 16 bombers. Another clear sign of the red air force starting to improve. The combination of long distance misions means our Ju88s and He111H-4s have no more miles to give even to ground missions. But at the worst time for Gorky- we cannot add to the damage levels of the MiG-3 factories or bomb the airfields nearby. So there is no way to press down on the red air force there - in effect we leave their air groups enhanced by the relative victory they scored. Once Moscow is passed, Gorky will be in fighter range and it will be a different story!

Our shorter range Dornier bombers add a little to the damage levels at Rybinsk and Ivanovo. But we decide to leave the Moscow factories alone as presumably they will be damaged by their upcoming evacuations. Thus all our Ju87Bs and single engine fighter bombers are left completely fresh and exclusively for ground support/bombing during the ground commanders gos.

The South is left almost entirely to the air forces of our minor allies. And with the reappearance of the Red Air force they have somebody to fight again. Presumably having come straight out of reserve they show some fight and actually defend their airfields. The Rumanians continue to demonstrate how much they have developed as a fighting force. But the Hungarian air force having come late to the party have not built up the same level of victories to add to their morale or experience - and it shows. So we content ourselves there just with bombing the Stalingrad tank factory before turning to bomb Kerch and Novorossisyk which remain without fighter cover.



An honourable mention should be made for the Slovak air force. With no Red Air Force for many turns and the Red Army retreating ahead of ours leaving them with no combat, the Slovaks have had to content themselves with "spam bombing" whatever red army units they could. This has led mostly to disruption which presumably becomes mostly fatigue next turn. But their continuous use turn after turn in unopposed daylight ground bombing means they are actually building up respectable kill totals of their own. But they will be leaving soon.

In an unusual move last turn we actually downgraded all except one of the frontline Hungarian fighter airgroups to old biplane fighter bombers. At least now they can join in on the mass ground bombing every turn and will leave having had something to do.



Overall we see a return of the Red Air Force to the map and to form. Combined with the long distances they have withdrawn to in the rear we are starting to have a tougher time - we can no longer bomb every airfield with aircraft twice when we want to. Nevertheless losses creep up again, if only because there are more of them on the map to shoot at. Their losses of non-interceptor aircraft are moderate from not being there - we have done enough to prevent partisan supply for yet another turn and little support for the red army can be given from so far in the rear. But their interceptor losses remain high and many multiples of what they are producing overall - especially as they are now down to only 6 interceptor factories - and continues to be higher than production for each model. Unusually the problem for the Soviets is not going to be quality but quantity. By contrast our own fighter losses, even with our aggresive air offensives in clear weather, are comfortably below production.

Apart from interceptors though repair of Soviet industry is now gaining on the damage we inflict by bombing.

< Message edited by Telemecus -- 12/7/2017 12:33:13 PM >

(in reply to thedude357)
Post #: 214
RE: OKH - 8 player multiplayer Axis thread - 12/7/2017 2:09:43 PM   
Telemecus


Posts: 959
Joined: 3/20/2016
Status: offline
Turn 14 24-September-1941 Economic War

This turn the advance of Axis forces meant the factories at Khimki, Makeevka and the immediate north east of Leningrad have been lost by the Soviet Union. Also two U2-VS factories evacuated WESTWARDS to Dubna were overun. Total Soviet indutrial losses are

99 Arms (4 Minsk, 3 Kirovgrad, 3 Krivoi Rog, 3 Odessa, 2 Kremenchug, 3 Nikolaev, 6 Dnepropetrovsk, 8 Poltava, 15 Kharkhov, 3 Kramatorskaya, 1 Mariupol, 29 Stalino, 3 Makeevka, 3 Gorlovka, 2 Taganrog, 8 Leningrad and environs, 3 Kalinin)
63 Hvy (4 Minsk, 3 Kirovgrad, 3 Krivoi Rog, 3 Odessa, 2 Kremenchug, 3 Nikolaev, 2 Dnepropetrovsk, 4 Kharkhov, 2 Kramatorskaya, 5 Stalino, 3 Makeevka, 3 Gorlovka, 2 Kaluga, 2 Tagnrog, 10 Leningrad and environs, 4 Rostov, 4 Voroshilovgrad, 4 Kalinin)
25 Vehicle (20 Kharkhov, 5 Stalino)
Su-2 (Kharkhov)
LaGG-3 "11 series" (Taganrog)
BA-10 Armd Car (Leningrad and environs)
Li-2 and Li-2W (Khimki)
U2-VS x 2 (Dubna evacuated from Kazan and Cheboksary)

Finally Moscow and West Moscow are in our zone of control meaning evacuating the Pe-2, 15 vehicle, Il-4, Pe-3, Pe-2R, U2-VS, Il-10, 9 arms and 9 heavy factories would cost double.

quote:

ORIGINAL: M60A3TTS
quote:

ORIGINAL: Telemecus
Turn 13 17-September-1941 Economic War
with West Moscow now in our Zone of Control evacuating the Pe-2, 5 vehicle or 8 arms factories there would cost double the rail cap if this remains the case.

No, it did not remain the case.


With 3 divisions exerting control over Moscow and 3 more exerting control over West Moscow this time it might remain the case.

MiG-3 in Bitter End v1.10

The Red Air Force starts with 1,308 MiG-3s and has two MiG-3 factories in Moscow producing 36 each every turn until the end of the year. If left undistrubed they would produce a total of 2,016 more MiG-3s. The MiG-3 is the only Soviet dedicated fighter at the start, and by some margin its longest range interceptor. But on turn 14 the Soviets evacuted just 1 of each factory to Serov in the East. At 99% damage they will not even reach the 50% damage level at the end of the year that possibly could mean they would produce more. So their evacuation means the end of all MiG-3 production for certain. In the first 13 turns they had the capacity to produce 936 MiG-3s, but the damage caued by bombing means we would expect 121 were not produced. In a few turns the Soviet team will start to receive lend lease interceptors. But for the moment a major part of their weekly infusion of new interceptors has gone at a critical time for them.

Li-2 and Li-2W in Bitter End v1.10

While the Soviet side can produce many short range U-2 (transp) planes and has some out of production TB-3G-2 with its massive payload, the Li-2 will be the sole distance transport it will produce until the end of 1942. Using bombers as transports is not an easy substitute or without its costs. Soviet airgroups at the start or arriving have 47 Li-2s. After three turns the Li-2 factory at Khimki will expand to produce 9 a turn and continue until the end of the game. This means a total protential production of 2,010 if it is not evacuated. Before its destruction in turn 14 the factory had produced 111.

The Li-2W bomber variant seems to be little loved and is usually not prioritised for evacuations. Production woud have started in 1942 and lasted to the end of the war producing 585 of these bombers if undisturbed.

U2-VS

quote:

ORIGINAL: M60A3TTS
quote:

ORIGINAL: Telemecus
Unfortunately two U2-VS factories were evacuated to Dubna - right in to the clutches of advancing Axis forces. I am sure when STAVKA faces the stern faces of EwaldvonKleist and Dinglir this will be explained as a "fat finger" mistake.

No, it wasn't a fat finger. I only did two because I didn't have enough railcap left. I'll send you the rest later.



I guess we better wait and see which other U2 factories will be coming our way first!

In addition only one each of Yak 7A and T-40 1941 were evacuated from the Moscow area.

(in reply to Telemecus)
Post #: 215
RE: OKH - 8 player multiplayer Axis thread - 12/7/2017 7:05:56 PM   
Telemecus


Posts: 959
Joined: 3/20/2016
Status: offline
This post is being reserved for a future upload of the team allocations of turn 14

(in reply to Telemecus)
Post #: 216
Page:   <<   < prev  4 5 6 7 [8]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> After Action Reports >> RE: OKH - 8 player multiplayer Axis thread Page: <<   < prev  4 5 6 7 [8]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.109