From: Berlin, Germany
Thanks to mssm45/Belgavox for the game and to Erzac for consulting.
What went well: I think I did a good job with operations during the first phase of the game, resulting in a quick advance. Most noteworthy is the double-pincer attack of AGC from T8 onwards that forced the Soviets to give up significant ground and resulted in a sizeable pocket, and the T8/T9 and T14 pockets of AGS. The unusual attack from behind on Leningrad, when the Soviets guarded it only with a HQ, and the raid on Gorky successfully caught the enemy by surprise.
What did not go so well: I hadn't and haven't sufficiently understood the readiness mechanics and my planning didn't take infantry readiness into account until it was too late. Crossing the lower Dnepr into the swamps immobilized multiple infantry divisions during a critical point in the game. I suppose that the readiness plunge was caused by fatigue resulting from not switching to sustained offensive in time.
Capturing Leningrad was a good coup-de-main, but I should have retreated from the city or should have allowed the Soviets to cut the city off permanently to avoid the massive PP penalty. Had the game continued, the lost PP would have been a major problem.
Not taking Odessa may have been an okish decision as it kept momentum, but I underestimated the Soviet counterattack ability and reacted to slow and uncoordinated.
What my opponent did well (from my perspective): Overall good unit manoeuvring. Created unbreakable wall-of-steel in front of Leningrad and Moscow. Blowing-up of bridges was excellently timed in AGN and especially AGC during T4/T5/T6. Congratulations for spotting my weakness in the South and for executing a very effective counterattack.
What my opponent didn't do well: Leaving Leningrad open to attack and not having something to defend Gorki (attention to detail). IMO without these inaccuracies, it would have likely been a secure Soviet win all other things being equal. Exploiting these things was a bit shady but its war after all.
Comments on the game DC:B: Fine game, I especially like the focus on operations and the even distribution of attention-to-detail to the different mechanics. I don't like some rules:
-the 2k default fuel use of Blitzkrieg posture. Instead, Blitzkrieg posture should result in increased fuel cost when (and only when) the units are moving. The rule as-is is binary and weird. If you get 2001 units of fuel a turn, Blitzkrieg will reduce the amount to 1 available, completely immobilizing your mobile forces.
-there should be the ability to get additional corps HQs with a card. The Axis has a small number of big armies, resulting in poor HQ coverage. The Soviets have more smaller armies and thus an unjustified advantage with C&C as the Axis don't has access to corps.
-I don't like the fact that the Soviets can build walls-of-steel that can't be broken already in August. From my understanding, the Axis was quite capable to break through at almost any point in summer 1941 (but not at every point)
-Axis ability to advance/supply fuel seems slightly too big during July/August, resulting in unhistorically fast advance of mobile units during this time
Thanks to all who followed and commented on this AAR.
< Message edited by EwaldvonKleist -- 8/14/2020 11:51:05 PM >