Peltonx -> Defending The Fatherland (1/14/2015 11:50:30 PM)
Ports are critical!!!!!!!!!!!!!!!!!!
I just wanted to go over the ground game as far as Germany goes seeing we have so many new people playing WitW.
I played WitE from release so I have learnt stuff the 2x4 way and by chatting with other player or watching other players work over people.
I only play Germany so if you want tips on Allies ask someone else.
Basic Panzer Army setup.
1. Army HQ-Leadership is key, should be at least a 7 mech and 7 initiative and high admin. You can put SU's in the unit but only put 1 mixed AA.
Corp HQ-Leadership at least same 7 and 7 atleast, I put in and 8 or 9 if I can find one. SU's 6 of the highest MM guns u can find.
I try to have 2 Corp Panzers and 1 Infantry
2. 5 high morale GD/tank/Panzer divisions per Corp and 6 infantry divisions for infantry Corp.
3. SU's--1 mixed AA you can switch this for engineers as allied / 1 engineer / 1 hvy tank or as close as you can get.
The Infantry are for holding hexes 1 hvy AA 1 mix and 1 AT or stug.
You can hit with 3 panzers or 6 depending on CV/terrain ect ect.
Standard assault of a high CV stack on a beach or clear hex with 1-3 fort.
The extra 4 panzers are in reserve mode. 3 as full divisions and 1 broken down.
Then DA from 2 hexes 6 ( 60 to 90 CV )divisions assault the hex. 99% of the time you get a RR if needed, engineers will drop fort under 3 to 2 2 to 1 ect. If you have allot of Guns they will drop fort more and tanks will drop it more.
The leaders help allot because of die rolls.
Say your looking at a stack with 10=63 CV lvl 3 fort ect you drop the fort and the CV crash to 10. even 1/2 and its 30 plus disruption from guns and tanks ect.
So even if you only attack with 40-50 CV dropping the fort 50% will drop CV to 30ish+disruption ect and you get 2 to 1 odds.
Once I am done attacking I will move up infantry 2 per hex and then add 1 panzer. Ok say 1 panzer from I SS Corp is with infantry,
I will then make sure 2 PD are on refit, 1 is broken down into regiments in reserve mode and 1 full in reserve mode.
You can also add 1 or 2 panzer divisions to army under the army HQ and rotate in and out of the Panzer Corp or leave them in reserve mode defending or attacking.
The infantry will lose the hex some times but who cares because if the WA's are foolish enough to move into it they get smoked the next turn. You can use this to counter attack out of level 2-3 forts-driving them back out of theirs until they are at beach.
This Panzer Army is set on 4 and the rest of the armys on 1 unless there is another defending (2).
Also make sure depots are all on 2 other then the ones close to combat (4) + make sure every single transport is dropping supplies to the Army/Corp after combat seems to work best but I am still screwing with this.
Also make sure depots are all on 2 other then the ones close to combat + make sure every single transport is dropping supplies to the Army/Corp after combat seems to work best but I am still screwing with this.
The down side to WitW is you really only have enough forces to set up 1 elite German Panzer Army and a 2nd ok one.
This means it can not hold the hole front, but it can easly stop the best allied Army or drive back the best allies army.
You can contain any one beachhead as long as the frontage is max 10 hexes or several that are 6-8 hexs. The other down side is replacements you can keep up a medium tempo of combat, but not a heavy tempo. Its critical to contain the landing after the turn they hit the beach with your Elite PA. If you can then you can push them back while infantry dig. If you can contain the landing for 4 or 5 turns and get reserve mode defences set up WA’s will be hard pressed to take a single hex without the loss of allot of troops which = VP’s
As Germany you can last longer doing different things. I really like the new system as its much more flexable then WitE at least on the Western Front.
Defending The Fatherland after the breakout.
Now when defending as Germany once the WA’s are off the beach I find the best thing is 1 Elite Panzer army to rush to the one area in need the most.
The Infantry armys are set up like this:
Army HQ: Good leaders 7 and 7 as before. You can add 1 GD/PD if you have one.
3 Corp: 4 infantry divisions and 1 GD/PD and 1 armor regiment once they come into play.
Frontage is 2 – 4 hexes per Corp so 1-2 divisions per hex in front with the panzer units broken down into regiments. 1 of the regiments should be in refit and 3 in reserve in the 2nd row.
Now your going to get reactions 100% of the time because you have 9 regiments in the army-they all get a shot.
Now in a 3rd row or 4th row you can post weaker divisions on refit every other hex. Even if they are not on refit but simply shells they cost any possible break throough units MP’s for ZOC ect. + they be digging.
The front in France is really not very wide so your panzer reserves will be able to get to any hot spots very quickly so any foolish break thoughs that are only 1 or 2 hexs wide can easly be slammed shut + be digging!!!!!!
I don’t have all the answers yet because I am not late war in any game to field test WitE tactics, but judging by results so far they will work.