GERMANY 1945 (LAST STAND) AAR
Posted: Fri May 30, 2008 2:25 pm
GERMANY 1945 (LAST STAND) AAR
This is an AAR for analysis of my test of my “Germany 1945 (Last Stand)” scenario*. As I did with the “France 1944 D-Day” AAR, I’ll play both sides in hot seat (“changing hats” each player turn).
Before we start, Let’s discuss tactics a bit. The scenario was intended as a “Beer & Pretzel” rendition – simple & fun. So tactics shouldn’t be a big issue, but there are a few tricks to keep in mind.
First, the only ranged units are the HQs, and those only have ranges of one-hex. They can be used defensively by placing them directly behind the positions to be defended (very helpful for the German player). The Allied player should never pass up an opportunity to kill German HQs, as supported defenders are very tough. They can be used offensively by placing them adjacent to the target hex in a support deployment mode (most applicable for the Allied player). But be aware that a lot of the HQs also contain the formation’s reserves, and are designed to be used in assaults – this is especially true for the Soviet HQs.
Second, at 50km/hex, several units can usually be placed in a hex without a severe density penalty. But you still need to be judicious in tailoring your attacks – especially with non-armored attackers in attacks against supported, fortified defenders.
The good news is that, since no one can bombard directly, ant-attack effects are minimized. This plus the low-density effects mean that a stack of units can actually be a good defensive position. Kind of realistic!
Third, note that the Attrition Divider is 2. That’s a very bloody setting. The above warning to be judicious deserves repeating. Particularly note that the Soviet Rifle Armies tend to be poor attackers – but you often will have no choice. The good news is that, with this AD setting, you can probably set loss tolerances to “Ignore Losses” without fear of burning up too many rounds. That’s even less of an issue with the low movement allowances, which will prevent excessive exploitation.
Note that I’m not saying that “Ignore Losses” should be used in all circumstances – in fact, I don’t really know what the optimum setting is, for certain. As I said, tactics shouldn’t be a big issue. Other than the above factors, you should be able to focus on the macro issues.
Let’s get started.
*Note that “Germany 1945” comes in two versions:
In this “Last Stand” version, the Western Allies & Soviets face the Germans in a more traditional treatment.
But there is also a “Race to Berlin” version, in which the Western Allies control the Eastern Germans and face the Soviets who control the Western Germans. The map is split (with dual Berlins), and the side that gets to its Berlin first wins. It’s a bit surreal, but might be more fun for both sides.
Also note that this test was played with a new version (version 3). Version 3 includes a modified equipment file (revising the M4/76 Sherman and the PzKpfw VI Tiger; and splitting a number of duplicate equipment items between the Soviets & Western Allies). It uses a modified Numbers.bmp (adding Army Group & Theater unit sizes). And sets the MRPB to 3, among other minor changes. It should be included in the TOAW III 3.4 update.
Finally, note that the game was played using TOAW III version 3.3. This primarily affects air losses to AAA. As of this posting, it's not yet available to the public.
This is an AAR for analysis of my test of my “Germany 1945 (Last Stand)” scenario*. As I did with the “France 1944 D-Day” AAR, I’ll play both sides in hot seat (“changing hats” each player turn).
Before we start, Let’s discuss tactics a bit. The scenario was intended as a “Beer & Pretzel” rendition – simple & fun. So tactics shouldn’t be a big issue, but there are a few tricks to keep in mind.
First, the only ranged units are the HQs, and those only have ranges of one-hex. They can be used defensively by placing them directly behind the positions to be defended (very helpful for the German player). The Allied player should never pass up an opportunity to kill German HQs, as supported defenders are very tough. They can be used offensively by placing them adjacent to the target hex in a support deployment mode (most applicable for the Allied player). But be aware that a lot of the HQs also contain the formation’s reserves, and are designed to be used in assaults – this is especially true for the Soviet HQs.
Second, at 50km/hex, several units can usually be placed in a hex without a severe density penalty. But you still need to be judicious in tailoring your attacks – especially with non-armored attackers in attacks against supported, fortified defenders.
The good news is that, since no one can bombard directly, ant-attack effects are minimized. This plus the low-density effects mean that a stack of units can actually be a good defensive position. Kind of realistic!
Third, note that the Attrition Divider is 2. That’s a very bloody setting. The above warning to be judicious deserves repeating. Particularly note that the Soviet Rifle Armies tend to be poor attackers – but you often will have no choice. The good news is that, with this AD setting, you can probably set loss tolerances to “Ignore Losses” without fear of burning up too many rounds. That’s even less of an issue with the low movement allowances, which will prevent excessive exploitation.
Note that I’m not saying that “Ignore Losses” should be used in all circumstances – in fact, I don’t really know what the optimum setting is, for certain. As I said, tactics shouldn’t be a big issue. Other than the above factors, you should be able to focus on the macro issues.
Let’s get started.
*Note that “Germany 1945” comes in two versions:
In this “Last Stand” version, the Western Allies & Soviets face the Germans in a more traditional treatment.
But there is also a “Race to Berlin” version, in which the Western Allies control the Eastern Germans and face the Soviets who control the Western Germans. The map is split (with dual Berlins), and the side that gets to its Berlin first wins. It’s a bit surreal, but might be more fun for both sides.
Also note that this test was played with a new version (version 3). Version 3 includes a modified equipment file (revising the M4/76 Sherman and the PzKpfw VI Tiger; and splitting a number of duplicate equipment items between the Soviets & Western Allies). It uses a modified Numbers.bmp (adding Army Group & Theater unit sizes). And sets the MRPB to 3, among other minor changes. It should be included in the TOAW III 3.4 update.
Finally, note that the game was played using TOAW III version 3.3. This primarily affects air losses to AAA. As of this posting, it's not yet available to the public.