Pacing The Axis Advance (Full Version)

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Firewire9452 -> Pacing The Axis Advance (4/17/2021 3:53:23 PM)

As the Axis, I’ve found myself struggling with when to rest infantry, how many infantry to allocate to clearing pockets versus marching to
the front lines, how far my front should be ahead of my rail line/nearest operational depot, and when to pause motorized divisions for a turn to reduce fatigue, build up CPP and build up supplies, and when to rotate a unit onto a depot for refit. Do people have any advice for useful rules of thumb that they use for 1941 in GC41?




GloriousRuse -> RE: Pacing The Axis Advance (4/17/2021 6:00:32 PM)

There are different schools of thought on pockets. Both have their appeal:

1. You clean them up immediately (well, the turn after you make them) and in full. It takes more infantry right now but takes away the ZOCs, rail nicks, etc that pockets, and you tend to have discernible packets of infantry for use on a predictable schedule. You might use already lower prep infantry to clean the pockets, let them rest right there (or on a local depot) having done it to rebuild some readiness, then admin march them up to the front in “controlled” territory, letting them get another half-week of recovery on friendly soil. They’ll be “good enough” assault/panzer escort forces by the next week. Basically this is the steady and sure method of keeping your infantry in rotation and your rear clear, at the expense of losing some ferocious unpredictable momentum. It relies on consistent destruction of soviet forces to create an overall tide the Red Army can’t handle. It requires less proficiency, but a lot of player discipline to not try to do it all every week with every unit.

2. You guard them with the bare minimum needed to, clean what you can, and just keep going east as hard and fast as you can. Essentially you’re saying “those divisions are already dead, they just don’t know it, why spend forces on them?” When it works, it means a whole lot of the heer is hurtling east every week, fangs out and hair on fire, hopefully creating a series of crises the Red Army has no answer to. When it fails, it leaves the heer strung out in penny packets, infantry you thought you’d have by now still pinning down a last few divisions, and your lead elements caught out under strength. This is the high risk high reward method, and also the method that requires a lot more proficiency to not screw up...one misjudged pocket wall and all of a sudden your rails are cut, your panzers surrounded, or those dead men walking have been relieved and now need another three weeks to handle. That said, this is the only method I’ve seen take Moscow in HvH games.




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