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View Full Version : Axis Eastern Front '41 -- '45 AAR posted


larryfulkerson
07 May 06, 03:53
So um......Hey you guys....I posted the start of a new AAR at :

http://www.strategyzoneonline.com/forums/showthread.php?t=40842

your comments can be posted to this thread if you'd like. Especially my opponent Karri E.

Yeah, I know I posted stuff in there that you guys might think Karri shouldn't see, but I did that for three reasons: (1) Karri always wins anyway so nothing I post there will make any difference anyway. (2) I thought you'd like to see what I was thinking when I decided to do what I did. (3) So you guys could straighten me out on some of the things I decided wongly and thereby make me a better player.

You're probably wondering why in the world I keep playing Karri E. when he always beats me. Well, I learn stuff from him. Most notably I learned a better way to defend my side from him. I'm counting on a few good lessons in the game we're playing currently as well.

Bloodstar
07 May 06, 04:18
So um......Hey you guys....I posted the start of a new AAR at :

http://www.strategyzoneonline.com/forums/showthread.php?t=40842

your comments can be posted to this thread if you'd like. Especially my opponent Karri E.

Yeah, I know I posted stuff in there that you guys might think Karri shouldn't see, but I did that for three reasons: (1) Karri always wins anyway so nothing I post there will make any difference anyway. (2) I thought you'd like to see what I was thinking when I decided to do what I did. (3) So you guys could straighten me out on some of the things I decided wongly and thereby make me a better player.

You're probably wondering why in the world I keep playing Karri E. when he always beats me. Well, I learn stuff from him. Most notably I learned a better way to defend my side from him. I'm counting on a few good lessons in the game we're playing currently as well.


Larry nice beginning of an AAR! :)

As I play FiTE right now for the second time (I am at turn number 3 - when I get the file from DB :)) I will comment something (not all so not to reveal my plans)...

I attack Soviet shipping on turn 1 - with Ju 87. I put 2 additional Ju 87 wings to Finland and attack shipping there (with one Ju 87 from Petsamo area - redeployed to southern Finland). I also send some Ju 87 to Rumania and attack shipping there around Sevastopol. As Soviets have large shock penalty my losses are not big. It's not bad tactics.

About attacking airfields - you must attack all of his airfileds that you can - so near border will be evaporated because of your fighters that are in range with air sup but some a little bif further will not... Here's a catch - take a pencil and big sheet of paper and write percentage of Soviet planes destroyed - if it is 60-80% there is big chance that they will be reorganising next turn! So, don't attack that airfield in next phase wait for next turn that they are filled again with replacements. That way you can destroy a lot more Soviet planes on the ground... I use only one bomber per airfield in some case 2 but those that are near only one... So that way I will be able to destroy maybe some more planes...

Other than that attack very aggresively in first turns because this is the time you must gain space for bigger advance and you cannot afford to wait, don't be concerned for your flanks so much, just pin Soviet units so that he cannot sneak behind you and cut off some of your units...

Bridge bombing is very good idea, I have also made some of those missions in my first turn but not on turn 2. But, I will made some on turn 3 hehe so Dicke Bertha will have to move engineers around...

I have also many really good plans but I cannot reveal them still and I plan to reveal them in my AAR when we play 10 turns or something like that...

Use commandos to gain advantage - use them on places that can benefit you most.

I use my bombers and most of my fighters on Interdiction, I can tell that because DB already played most of turn 2... I put only Me 110 on air sup... First two turns Red Air Force have anyway large air shock and many are reorg. so if they attack your bombers in skies they will not do much harm, I think....

Last my advice that I've got actually from designers - but mine was idea also - see those alll Army HQ's, Corps HQ's etc,... since now anyway corps hq don't have arty range 4 (they were removed in 5.0) use now those HQ's to gain EXTRA SUPPLY! See that them have support squads and as all units are on FREE SUPPORT you can use those HQ's to give more supply to ARTY, to BOMBERS (they tend to be tired more than fighters) and to some advancing elements of army, just put them beside airfields and units! No need to thank me just send money :p


Mario

PS. Just to add something... Do not use so much limit losses for your ground forces! If Air is tired then rest them you don't need to tire them to red status - when I see that some air is on orange or even yellow I rest them. But, that's my style...
Air forces tire very much when you use them in direct support role - you don't need that much in the beginning, let arty do the job for you!
Use minimize setting for ground forces in some instances you will want to use limit losses and ignore (on last round sometimes, rarely).
mimimize losses are giving you good punch and you can put arty on ignore on last round when you predict that turn will end so that bombardment is longer and better and anyway soviets will evaporate in most cases (if they are surrounded). Save your rounds - yes if you plan well, last few rounds you won't need em anyway...

Bloodstar
07 May 06, 10:44
Yes, Larry - glad that you liked my help. Arty was only removed from Corps HQ - because it was 170 mm guns that were from 1942. and that was ahistorical. (so around 500 170mm guns are not there in German forces in 5.0). Still German arty remain powerful. Soviet arty was also very much increased in size and they also got some guns that are ahistorical but designers decided to put them there - I don't complain and design is not that much radically different bewteen some pieces from 1940 era and those that were manufactured in 1955.

Just as I said you can use those HQ's to bolster supply of your own arty, air units, etc... or you can also use them against partisans later - and maybe is better to just surround partisans as they will reconstitute all the time.


Mario

Bloodstar
08 May 06, 03:11
To correct myself... It's from turn 4 that Soviet Air Force recover partially from shock and they will have shock 75. So turn 3 is also shok 5 for Soviet air...

larryfulkerson
08 May 06, 03:27
To correct myself... It's from turn 4 that Soviet Air Force recover partially from shock and they will have shock 75. So turn 3 is also shok 5 for Soviet air...

OH. Well, okay then. I need to look at the scenario rules closer to keep on top of the shock levels more. Thanks for your input(s). It's guys like you that help the rest of us become better players. And better opponents.

Bloodstar
08 May 06, 06:04
OH. Well, okay then. I need to look at the scenario rules closer to keep on top of the shock levels more. Thanks for your input(s). It's guys like you that help the rest of us become better players. And better opponents.

Thanks Larry, I am glad to help...

I still don't know everything about TOAW - lot's to learn from detailed combat turned on and actually following all those reports but I don't have a time for that.

Ie. I don't know 100% what exactly happens "unde the hood". For instance recon elements gives bonus to first round of combat.

All unit strengths are increased by the unit's reconnaissance capability on the first round of combat. Reconnaissance capability has no effect on subsequent rounds. Example: If a unit has a anti-personnel strength of 15 and a reconnaissance capability of 30%, its effective anti-personnel strength on the first round of combat would be 19.

from help...


Does engineers gives similiar bonus during defence? to defence?

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Also, what is math behind entrenched values - 21% or 56% - this topic is not covered in help file.... Maybe someone could explain...
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Abput transport assests - I guess that only unist that DIDN'T moved can lend their trucks etc... to sharing... so it's not so important that they are dig in and then put to mobile status etc... it's important that they didn't moved...


Mario