GT1 North and Center Guide.

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DekeFentle
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Step 78

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
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DekeFentle
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Step 79

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
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DekeFentle
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Step 80

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
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DekeFentle
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Step 80

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
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Step 81

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
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Step 82

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Cry havoc and let slip the dogs of war!

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DekeFentle
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Step 83

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
DekeFentle
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Step 84

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
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DekeFentle
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Step 85

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
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DekeFentle
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Step 86

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Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
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DekeFentle
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Step 87

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Cry havoc and let slip the dogs of war!

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DekeFentle
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Thats a wrap for now

Post by DekeFentle »

Comment 5 post close of pockets.jpg
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Comment 6 showing PZ Divs.jpg
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There is a TON of movement left all over the map, not just the PZ and Mot Div's. Your strategy dictates how to spend those MP's.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
Rexzapper
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Re: GT1 North and Center Guide.

Post by Rexzapper »

Superb guide, the work is greatly appreciated, there are many interesting tips. The first turn is critical in all aspects for the Axis player (and therefore the future of the entire campaign depends on it), mastering it greatly paves the way later.
Rexzapper
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Re: GT1 North and Center Guide.

Post by Rexzapper »

At step 85, in the image below is moved 1 Regt of the Totenkopf MD (not the Polizei ID).
DekeFentle
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Re: GT1 North and Center Guide.

Post by DekeFentle »

by Rexzapper » Sun Dec 10, 2023 5:37 am

At step 85, in the image below is moved 1 Regt of the Totenkopf MD (not the Polizei ID).
Thanks Rexzapper, fixed
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
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alty59
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Location: France

Re: GT1 North and Center Guide.

Post by alty59 »

Caveates:
  • I leave a large number of the Artillery Forts untouched, that causes a lot more clicks walking HQ units where needed. This was covered extensively in some past AAR that I'm unable to find. Happy to insert the link if someone can point me there. HLYA? (Deep respect sir!) Bottom line is I operate from the perspective that it's best to bag more casualties with a drive-by on T2 than to expend CPP on T1 and net less.

[/quote]

May be this AAR :

https://www.matrixgames.com/forums/view ... 2&t=368560

Thank's a lot for your guide, It'll put me back to yet another Grand Campaign^^
DekeFentle
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Re: GT1 North and Center Guide.

Post by DekeFentle »

Unfortunately that's not the AAR I'm thinking about. HLYA did some extensive testing in the post I'm recalling. Maybe it wasn't an AAR...
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
ErickRepie
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Location: Indonesia

Re: Thats a wrap for now

Post by ErickRepie »

DekeFentle wrote: Sat Dec 09, 2023 5:43 pm Comment 5 post close of pockets.jpg

Comment 6 showing PZ Divs.jpg

There is a TON of movement left all over the map, not just the PZ and Mot Div's. Your strategy dictates how to spend those MP's.
Agree, resting unit on bright hexes instead of darkened hexes (recently captured hex) is a must ... however you must consider (AGC & AGN)
1. (turn 1 only) 1 MP/hex bonus to get as far as possible ... priority to get on to Pskov and Smolensk early
2. open line for railroad repair
Which one is better - burst out on turn 1 and get as far as possible or , burst out on turn 2 (bright hexes) -- in term of supply consumption and bonus Victory point target (Pskov turn 3 and Smolensk turn 4) ??
DekeFentle
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Re: GT1 North and Center Guide.

Post by DekeFentle »

Agree, resting unit on bright hexes instead of darkened hexes (recently captured hex) is a must ... however you must consider (AGC & AGN)
1. (turn 1 only) 1 MP/hex bonus to get as far as possible ... priority to get on to Pskov and Smolensk early
2. open line for railroad repair
Which one is better - burst out on turn 1 and get as far as possible or , burst out on turn 2 (bright hexes) -- in term of supply consumption and bonus Victory point target (Pskov turn 3 and Smolensk turn 4) ??
Perhaps I am being less than clear. I leave everything with MP's so you can decide to move what and where your strategy dictates. I'm not advocating to leave them sit and use admin movement on T2, unless that's your thing. I would say that going pretty much as far as you can T1 is the wisest course of action.

Didn't touch the rail because some folks may want to do something aside from the relative norm of driving two FDB's E to Minsk and one NE from Brest Litovsk. The one track line N to Riga will be flipped to Axis control after the Soviet logistics phase and XXXVIII Corps is empty of units ready to zip around collecting RAD labor detachments from every Army Group on the map, ala HLYA's (the post that keeps on giving :D ) Rovno pocket guide.

Hello Pskov? Reservations for a Party of six PZ Div's for June 28th please? :o
PZ's for Pskov.jpg
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Last edited by DekeFentle on Wed Dec 13, 2023 7:13 pm, edited 1 time in total.
Cry havoc and let slip the dogs of war!

GT1 North and Center Guide
https://www.matrixgames.com/forums/view ... 4#p5138254
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56ajax
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Re: GT1 North and Center Guide.

Post by 56ajax »

I think HLYAs aar is here

https://www.matrixgames.com/forums/view ... 1&t=390004

Are you doing a South Guide?

Many thanks
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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