Turn 8, (Jan 7, 1943):
As 1943 arrives...
Yet more interdiction.
Yet more Guards units continually arriving to join the Leningrad breakout offensive.
Yet more Soviet attacks taking a handful more hexes here and there. The occasional German counterattack taking back a hex.
A thousand Soviet planes deployed, dedicated solely to air interdiction over Lake Ladoga.
That is continually not enough, and Leningrad continues to receive 0 supply.
Airfields are full, more planes cannot be deployed.
More airfields are continually constructing, but they construct very slowly. In particular, any airfields in swamp and heavy forest hexes construct extremely slowly. And level 2 airfields construct very slowly in light forest hexes. But I am out of light forest hexes within reasonable range to construct more airfields in, so it's gonna be swamp airfields or nothing...
For example, here is the beautifully named Airfield #1. You can tell by its name that I started building it at the very beginning - in fact on turn 1. It has been continually constructing since the start of the scenario. It did finish the first level of airfield, and as soon as it did, construction began on upgrading it to level 2. But it is still only 12% done...
You can also see in the screenshot the similarly beautifully named Airfield #12. The fact that we are already up to Airfield #12 tells you something about how many airfields we are constructing (ALL of which are in the Leningrad area). Germany has also started contributing to the construction fun, with Airfield #8 being constructed near Lake Ladoga.
In Velikie Luki, there are a LOT of routed Luftwaffe units. My troops in this area by this point had plenty of time to build up CPP and supply and were ready to attack. I figured I needed to put as much pressure here as I could to ensure none of these units could be sent up to help defend Leningrad. It was also 1943, so German national morale should now be lower.
Even more Guards units are on the way up to Leningrad. Some walking, some coming by rail.
How's the air situation going? Well, now that at least some of my airfields have finished constructing, I am able to fly somewhat more planes. As a result, my total airplane count has started plummeting at an alarming rate:
Nevertheless, we resolve to continue to maximally throw in every possible plane over Lake Ladoga, until we either run out of airfields, the capacity to construct airfields, or planes. Or until the Germans run out of planes, or until Leningrad is broken out - whichever of these possibilities comes first.
I should also mention that by this point (and in truth, starting in much earlier turns), I had also been moving a lot of AA up to Leningrad, in particular by the port at Osinovets. I had also been training new PVO AA regiments as quickly as we could produce 85mm AA guns. On the left side of the shore of Lake Ladoga, the Leningrad Front and 55th Army were stacked up with AA. And on the right side, so was the Volkhov front, deployed along the shoreline with abundant AA:
I don't know if this much AA is supposed to do anything to deter German interdiction, but if it is, it was not accomplishing that task.
Also, obviously both Germany and the Soviets are flying huge numbers of planes in the middle of winter, including during blizzard turns. I would rather not self-immolate my air force in the middle of winter over Lake Ladoga, but given that Germany is flying in the blizzard, I don't have much choice but to attempt to counter it.
Near Orel, I launch attacks on a large number of regiments now that it is 1943 and we have built up some CPP. Some can be attacked twice, and generally they will rout on the second attack if they are attacked twice in a row. The main purpose of these attacks is to add to the pressure and hopefully limit reinforcements to Leningrad.
I started attacking Stalingrad, and the German defense simply collapsed. What seemed to happen is if I attacked a unit once, it would retreat. Then if I attacked it again, it would surrender. Here for example the 389th division retreats:
Then I did a follow-up attack and they surrendered:
This might (?) have been happening so easily partly as a result of being on the 1.02.06 beta, I am not sure.
Seeing the initial success of these attacks, I decided to keep attacking as much as I possibly could this turn to try to get as many German units as possible to surrender, both to stop them from being able to retreat into city of Stalingrad (where the modified scenario adds a city fort) and also to free up some of my troops so that I could send more to Leningrad.
I got as far as Stalingrad itself this way, and Stalingrad was apparently garrisoned by only a single division. I tried a hasty attack with a mech corps, despite the fact that mech corps are basically the worst unit to attack a city. The attack failed, but it damaged or destroyed about half of the German rifle elements, and the other half was disrupted. This was a "low odds" attack... I was attacking with 2.8 CV against 69 CV...
So, I gathered up 3 rifle divisions and deliberate attacked Stalingrad - from across the river. The German unit was depleted, apparently because of how disrupted it had been both during the previous attack and this one, and so it surrendered, despite having double the final supposed CV of my attacking units. It's not every day that you win an attack with 2:1 CV in favor of the enemy. But urban combat is weird and very high intensity, which seems to lead to these sort of strange results sometimes.
I tried to similarly attack South Stalingrad, but after 5 hasty attacks it still held firm. Part of the reason for this, I think, is that South Stalingrad is a city hex rather than an urban hex. City combat is more normal, whereas urban combat exhibits this high intensity combat where everything can be depleted in one super high intensity attack, and then units will surrender to a follow up attack.
So it actually seems perversely easier to take Urban hexes than to take City hexes, despite urban hexes supposedly having higher defensive CV.
Anyway, I didn't have enough MP to move a unit into Stalingrad (another weird case of being able to take a city but not occupy it). However, the attack destroyed the German city fort.
Unless this sort of strange combat result is really intended for some reason, I would suggest that the devs maybe at some point take a look at combat in urban hexes specifically, and the effect that the high intensity of combat can have on potentially making defenders surrender too easily. Although maybe this was partly just a 1.02.06 beta thing.
Meanwhile, on the flanks, the Axis situation continued to slowly deteriorate:
And continued to deteriorate here as well:
Although Germany would keep routing a couple of cavalry and other weak units each turn, it didn't really seem to matter that much simply because I had more units, and so there was always a gap somewhere or other I could sneak through with one unit or the other.