From: Tucson, AZ
exciting AAR! I am currently playing the same scenario as you, I am a bit ahead of you (turn 14).
I had ONE combat round, then some unit failed a proficency check and my army lost the rest
of the turn.
I think you'll find that the next time it happens that it's actually caused by your force
proficiency check that failed. It's happend to me more than once. It's frustrating, forces
the player to play defensively even when attacking. Sometimes it's a good idea to have two
units in each adjacent stack and dig one of them in for defense and attack with the other one.
I'm guessing that the only way to improve the force proficiency is to make sure that all your
units are healthy ( green dot ) and rested, but who can achieve that in the middle of a shooting
Then the Soviets moved and trashed me ... then they got the initiative and they got another turn (2 in a row) and trashed me again. outside Kiev and on the Finnish front. Total clusterfuck... But you seem to be doing quite well.
I seem to be doing quite well because I've done it about 12 times before. I got to turn 63 one
time before I restarted for a reason that escapes me at the moment. Especially frustrating are
the mud turns when you can't attack and moving is problematic for about 15 turns in a row. But
then the ground freezes and you can move again. The aircraft don't seem to have a problem with
mud though and fly their missions like there's nothing strange happening.
I haven´t even got around to decide what to do with my Brandenburgers yet, they haven´t seen action.
Brandenburgers are especially handy to have to stop up the escape avenues your enemy will have to
use to escape your advance. There used to be a house rule about dropping them 10 hexes from one
of your units and now I see it's a scenario rule. I can live with that. It's realistic. And anyway
you don't want to drop them in a place you can save them from except in maybe an emergency condition
that requires action immediately. I especially like to drop my airborne on enemy airfields because
they can leave the next turn if needed. I don't like to lose my paratroopers and I hate it when
they land in a hex that already has an enemy unit in it ( invisible to me at first ) and it gets
evaporated. That's happened to my 3rd Brandenburger dudes and I'm down to just four left. I'm
careful where I send them now. It's got to be an important mission for me to fly them somewhere.
I haven't found much use for them lately what with all the slashing and dashing and the enemy
presence largely unknown that far behind their lines. I like to chase partisans with my airborne.
It's a safe job and usually I can dispatch one of the line divisions to deliver the killing attack.
I've got the Slovic contingent guarding the marshes, that's where a lot of the partisans emerge.
The Hungarians are SO useful on the battlefield that I've toyed with the idea of using them to
garrison bases that are important around the Marshes as protection and insurance against partisan
invasion. I'm getting some traction from the Rumanians however, and I count on them for their
share of the load. The Italians aren't active yet, but they have one of the longer ranged fighters
that when it appears I like to base it near the Italians for it's AS mission capability. And I've
gotten some utility from the Italians too. It depends on how you use them. I don't like to put
them on the front lines because you have to stack them to get enough juice to be able to stand
there in the face of Soviet attacks. And when I play the Soviet side I use three-dot attacks a
lot. It's sometimes a waste of troops but the Soviets can afford to lose a lot of troops.
thanks again larry
it would be interesting to see a screen shot showing the supply numbers
I get that. Supply is the one thing that hampers my advance almost as bad as the Soviets. I
frequently have to rest my units for a turn or two before they gather together enough supply
to move and still have 50% or so afterwords. I like to use 50% as a rule of thumb for whether
or not my units are combat worthy. I rest those that aren't when possible. I like the idea
of setting up rest camps behind the lines to send the units to when they get especially tired.
Those units that are going to take more than just one turn to recouperate I liek to move to
high-supply areas with an HQ unit in attendance to boost the recovery rate. In a city or other
high-supply area. Usually an urban area of some kind. They like to rest in urban areas.
I like to put the HQ in a place where there are crossroads so that I can stack up the tired
units in each of the adjacent hexes on the road or rail for the best supply retention rate.
WITE has a way to drop some supplies to specific hexes but TOAW IV doesn't know
how to do airdrops yet. It's a needed mission IMHO. That and night missions. It's frustrating
to have a Port Moresby stocked to the gills with enemy fighters and you have all kinds of
bombers at Rabaul and you can't bomb Port Moresby without extravagent losses. Night missions
would permit bombing in the face of all those fighters to get hits on the base without all the
losses. But TOAW IV doesn't know about night missions yet. At least there's a good
supply model in the game engine. It's realistic and workable. You can use supply against your
opponent by dropping bridges in his rear. Separate him from his supply source and he's got to
move. That's the theory.