Losing England AAR: the (failed) Comeback (game over)

After action reports for Commander Europe at War.

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joerock22
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Post by joerock22 »

August 21, 1941

In the north, the Germans make some minor attacks on my western flank and bring their main infantry force up. My flank withdraws to avoid being attacked from all sides, and because those units can be better used elsewhere. All front line troops now have 2 entrenchment. Now this is where Crazyg will feel the lack of tanks in this theatre. Hopefully he won't be able to do too much with bombers and infantry.

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In the south, Axis forces begin to spread out, which is just what I want. My instincts tell me the Germans will turn south after Rostov and head for the oil fields; his Sealion surely forced him to spend a lot of the stuff. Accordingly, I have set up an ambush if Crazyg gets too aggressive. The bulk of the Luftwaffe is in the north, which makes me much more confident about a counterattack. I really hope he gives me an opportunity.

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joerock22
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Post by joerock22 »

September 10, 1941

Not much going on, so no screenshots. The Germans advance and destroy 2 corps in the Moscow area. I maintain my front line positions and put fresh units behind them. I expect more carnage next turn, but we will hold Moscow! My hope is that Crazyg's Tacs aren't too effective, so he has to use 2 of them for each defending unit. Crossing my fingers...

In the south, Crazyg captures Rostov but doesn't advance beyond the river. My troops remain in position to counterattack. I don't think he'll push much further, given the fact that his air force is in the north, but I am prepared anyway.

The British develop ASW Lv. 3, and the Americans purchase a 2nd Armour lab, to go with the 2 Air and 2 Naval they already had. The British will purchase a new CV with their convoy resources next turn, which will be ready the first turn of March 1942. That should be just about the time I'm preparing to sail across the Atlantic. CVs are expensive, but I feel that I need 2 of them for the invasion of the British Isles. They will provide valuable air cover while my fighter units are unavailable. I also hope to purchase another British DD for a total of 10 (4 British, 6 American). The combined Allied fleet will then consist of 10 DDs, 6 BBs (including the one still at Scapa Flow), 2 CVs, and 3 subs. I will be quite comfortable going across the Atlantic with that force.
joerock22
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Post by joerock22 »

I apologize for the delay in updating. My opponent is having problems with his computer. Hopefully we'll get this game going again shortly.
joerock22
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Post by joerock22 »

September 30, 1941

And we are back! My opponent bought a shiny new computer and reloaded the game, and we are ready to continue. Reading my AAR helped me get back in the flow of the game. Here we go…

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The Germans capture Voronezh, but otherwise appear content to settle into winter quarters. That is perfectly fine with me. Over the winter, I will build my defenses in the Moscow and Stalingrad-Krasnodar areas. I will leave the center open; Crazyg is welcome to move into the vast Russian wasteland if he wants to. My two armies will be strong, and I don’t believe he will be able to defeat them both at the same time. Just as he is getting going, the Western Allies should be preparing to land in England. I put Soviet focus on Fixed Defenses and bough a second infantry lab, hoping I can get the Lv. 2 upgrade before spring.

The British purchase that CV I mentioned. My plans for the Western Allies remain the same. Just waiting for the Americans to enter the war before making moves. My wait for the Americans to get Close Air Support Lv. 3 and Strategic Operations Lv. 3 ended this turn, so I purchased 2 new Tacs. The British will provide the fighter cover, and Americans the heavy bombers. I hope to have at least 4 by spring, plus some more tanks. That is where American resources will go.

The British will build 1 more DD then start conserving their PPs to pay for transport costs. Those costs could bankrupt me if I’m not careful, and then I won’t be able to make necessary repairs in England. So after that DD, the British won’t buy anything else until we have a firm foothold in England.
joerock22
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Post by joerock22 »

October 20, 1941

Nothing much to report; we are settling into a quiet part of the game. Crazyg has established strong defensive positions, so I will not be launching a winter counteroffensive. Leningrad should be the final city to fall until next spring.

I held off on purchasing that UK DD because I got great progress in ASW, bringing me up to 97% on Lv. 4. The less I have to spend on upgrades, the better.
joerock22
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Post by joerock22 »

November 9, 1941

No combat. The British make major upgrades to naval forces; with ASW Lv. 4, u-boats should not be too much of a problem for the rest of the game, at least for the British. I continue to be disappointed by the "size" of the British convoys; only 20 PPs in the center and 23 in the south! The Russians have gotten 2 convoys of 13 PPs and 19 PPs. Wonderful. :x Hopefully this will improve soon. I put so much effort into combating the u-boats, and I'd like to get something to show for it.

The only other item of note is a partisan popping up in Orleans.
joerock22
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Post by joerock22 »

November 29, 1941

Well, I finally figured out my Russian build strategy for the winter: fighters. I want at least 8 ready for Spring 1942. There are several reasons for this:

1. I noticed Crazyg's German fighters only had 5 air attack value during Barbarossa. He probably has 6 now, but he's still not doing very well in Dog Fight tech. I am halfway to Lv. 2 already and I think this is an area I can catch up and/or pass the Germans relatively soon.
2. This will force him to commit his entire air force to Russia instead of England.
3. If I remember correctly, I get 1 free fighter as part of the Siberian reserve forces.
4. Fighters are nice because if you're on the defensive, you can repair your fighters each turn while your opponent can't. This can help make up for technological and effectiveness inferiority.
5. It will surely surprise him to see that many fighters in the USSR.

So there you have it. The other options were primarily infantry, primarily tanks, or a mix. The first gave me no offensive punch, the second made me too vulnerable to German bombers, and the third left me with a lesser extent of both problems.

In other news, the British begin moving transports through the Suez Canal. I decided to cancel that DD build; the resources just weren't there. I don't think I really need it anyway, now that the Americans have ASW Lv. 3 and might even have Lv. 4 by the Spring. Speaking of the good old US of A, they entered the war at the end of my turn. Now we can finally start moving pieces around and getting ready for the invasion of the British Isles.
joerock22
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Post by joerock22 »

December 19, 1941

Russian fighters sortie west of Moscow using intelligence helpfully supplied by a partisan. Results are only 2:1 against the Romanian air force, but my other fighter destroys the 4-step Finnish air force outright. This is big because the Finnish fighter is the only one the Axis have that can fight effectively in winter and severe winter. It's destruction could be significant down the road. The Soviets purchase a 5th fighter, and I should be able to keep cranking them out to make my target of 8 for the Spring.

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Slight change of plans for the western Allies. I decided that it wasn't cost-effective to overspend on transport costs shipping units from Egypt to Canada, especially during winter when costs are doubled. If I want more ground units, I can build them in Canada without wasting any resources. So only a small force of 2 fighters, 1 mech, and 1 tank will be transported, escorted by the entire Med fleet and my 3 subs. The remaining 5 corps will invade Libya in early Spring and see what kind of force Crazyg has stationed there. The feignt should at least give him something else to think about. As for the American fleet, it has been given another mission. More on that in a couple turns. Allied bombers fly to Canada to take advantage of the Greenland airbases. At least one will fly on to Scapa Flo to give me some valuable intellgence about Axis forces in Scotland. The others will patrol the Soviet convoy route where at least 2 German u-boats have been active recently. They are still damaged from earlier combat, and unupgraded, so Crazyg has probably decided to neglect his navy and spend his resources elsewhere. But I will be prepared in case that's wrong.
Blathergut
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Post by Blathergut »

Am interested to see your invasion of England. :)
joerock22
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Post by joerock22 »

January 28, 1942

More air action in Russia. A partisan spies 2 German bombers in the Vitebsk area, and both are hit. I have my Strat attack Bryansk to draw up the Hungarian fighter (spied by another partisan), but my escorts only get 1:0 results. One of my Tacs gets 3:1 results against a Finnish garrison, the only step I lost.

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The buildup in the south is now complete, the forces bolstered by the Siberian reserves. This is where the entire offensive arm of my army is concentrated. I think Crazyg will probably go for Moscow. If he does, my defensive forces (corps and fighters) will fight hard and maybe give my tanks and mechs a chance to accomplish something in the south. On another positive note, my scientists developed Dog Fight Lv. 2! Only 1 more fighter to purchase, then I can start cranking out infantry again to form a triple line around Moscow and better cover the eastern flank. Fixed Defenses Lv. 2 is at 57%, so it's still a race against time.

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In the south Atlantic, the British are just waiting for the last 3 transports to come through the loop before sailing to Canada.

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Huzzah! A 124 PP convoy sited off the American coast! The British are salivating at the thought of more than 6 turns worth of resources arriving at one time. Both the British and Americans will get Surface Ship upgrades soon, the former because I focused on it a couple turns ago. That will save me some money in transport costs.

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Finally, I goofed a little in my planning. I had intended to have my two British fighters in Canada board transport and set sail for the Greenland airbases this turn. They could then fly on to Scapa Flo and provide air cover over Scotland. But I forgot that Greenland is in the northern weather zone, meaning I probably won’t get fair (and the ability to land) there until April at the earliest. But I still think it’s a good idea, so I’ll launch them next turn. That way they arrive for April and maybe I’ll get lucky with the weather. It’s clear I’m not going to be in a position to land in England until June or July. So much to do, so little time!

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joerock22
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Post by joerock22 »

February 17, 1942

More bombing in Russia. The Red Air Force again draws up the Hungarian fighter based in Gomel, and inflicts 3:0 losses this time. I don't know why Crazyg didn't put it on sentry. Regardless, it will be safe now unless he repairs it because it won't intercept at 3 steps. Soviet bombers have minor success. The German Tacs bugged out, obviously. The Russians purchase the 8th fighter and 2 corps. I will continue to crank out corps now for the foreseeable future. Maybe a couple tanks too; I only have 6 of those.

A British Strat based in Iceland knocks 4 steps off a German u-boat attacking the Soviet convoy. It was mud in central Europe, so it wouldn't have been able to spot very much if it flew to Scapa Flow anyway. I decided to only send 1 British fighter to Greenland. That allows me to not send such a heavy escort; I need most of my ships for the main armada. Speaking of which, the Med fleet begins to move toward Canada. I plan to embark from Canada and the United States in 2 turns. The British purchase Montgomery and the Americans purchase Bradley to be placed next turn. The current British commander will be redeployed to Libya, where infantry forces have begun to advance. I don't expect much to come from this campaign, but hopefully it will distract Crazyg.

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Partisans in England and Belgium spy reinforcements that are probably being shipped to England. Not really what I want to see, especially the fighter, but it means these units won’t be present in the USSR. Kind of a good news, bad news sort of thing. I still plan to land in Scotland where the Germans will have difficulty covering landing hexes and some of their offensive firepower and movement will be restricted.

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joerock22
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Post by joerock22 »

March 29, 1942

I did a little fist pump when I saw the research report for this turn; the Russians get Fixed Defenses Lv. 2! Just in time for the fighting around Moscow! I’ll probably get Artillery Lv. 2 next turn, which will give my mechs a nice attack upgrade. Overall, things are looking pretty good for the Soviets; I’m optimistic I can hold Crazyg to modest gains, especially if some of his attention is focused in the west.

And it looks like it is; he has been garrisoning England with mechs and fighters (he will miss these when he sees the massive Red Air Force!), probably anticipating my landing there. He did notice that I withdrew my navy from the Med. No matter; surprise is not a crucial element here. Overwhelming naval power and too many landing hexes to cover will make it very difficult for him to stop me from getting a foothold. After that, it could be a slugfest, but once my air force gets settled I should be able to slowly work my way down the island. The only thing I can see being a real problem is a fleet of Tacs bombing my transports. But if he does that, then he won’t be able to make much progress in Russia at all, and that will be just as good for me as actually landing in England.

So the invasion of England proceeds as scheduled; many troops, tanks, and planes board transport and head for Scotland. I didn’t bother taking screenshots; you can probably imagine what the armada looks like, about 17-20 hexes from the American coast. The British are overspending 28 PPs (will go down to 20 once my fighter lands in Greenland next turn), and the Americans only 8 PPs. Both manageable figures. Surface ship tech is good and the British are getting all of their convoys. So I guess I’m optimistic in the west too. The armada should be arriving near England by May, just when fair weather is returning to the USSR. I love it when a long-term plan remains largely intact.

One final note – the British find a German corps in Tobruk. So it doesn’t look like I’ll be doing much there unless that’s all he has in Libya. At least now I know, and he can’t withdraw that corps with no consequences.
joerock22
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Post by joerock22 »

April 18, 1942

I come bearing screenshots this time. You see the disposition of the now fully-upgraded Soviet forces before the spring campaign. All forces are concentrated in the north and south except a solitary corps in Tambov. Crimea is still in Russian hands; I wonder if Crazyg will send some forces to conquer it.

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Damn. Crazyg finally captured Aberdeen this turn, the final city in England to fall. I was hoping to use it as a secondary landing point. The primary is still the northern tip of Scotland since I can get supply from Scapa Flow. I would occupy those 3 friendly hexes with Strats and the garrison there, but I don’t want to tip my hand too soon. The armada is still 2 turns away from being in position to land. I doubt he will use his fighters to occupy those hexes anyway. More likely, he will send his infantry over, and they won’t get there in time.

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The British in Libya get bombed by the Italian Navy, but I’m not going to retreat. I don’t mind paying a few PPs per turn to remain a threat and drain his oil reserves. He has a ton of mechs, and the oil expenditure from those will add up over time, especially if I can keep him out of the Caucuses. I take the time to rename my transports to numbers (Transport 1, 2, etc.) so I know what they are but Crazyg doesn’t. During his Sealion way back when, he renamed all his transports to “garrison,” which is basically the same thing. We’re not deceiving each other, only making transports anonymous.

The British sell a Naval lab and purchase a 3rd Infantry lab (focus on Artillery). When I get the funds I will purchase 1 Armour lab and focus on Blitzkrieg, just so I can get Lv. 1 for my mechs. Then I’ll probably sell it. I think it’s important for the British to do this so they can get 6 ground attack on their mechs for fighting in Continental Europe. The Americans are saving up to purchase Tacs; I only have 2 right now, and without them I will have a very tough time. I think I have enough ground troops for the time being.
joerock22
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Post by joerock22 »

May 8, 1942

In the USSR, the first turn of fair weather brings...nothing. Crazyg didn't advance anywhere, and he only moved some troops around behind his lines. It has occurred to me that he might not go on the offensive at all, but I believe that is a mistake. If he allows the Russians to build up their forces without harassment in 1942, then I will launch a strong winter counteroffensive and begin pushing him back. By spring, he will have 2 years to go and not too much Russian territory left in his hands.

It is interesting that the Luftwaffe in the USSR was placed on sentry (see screenshot). I won't try to engage him yet; my fighters are still only getting 2:4 or 2:3 odds. But I will get Dog Fight Lv. 3 next turn, and then we'll be even in terms of technology with the Germans. The next thing I need to work on is organization. I'll have to wait until July when I get another focus point. In the meantime, I purchase a 3rd armour lab, making 3 each for infantry, armour, and air, and 2 for general.

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Obviously, the really interesting action occurred in the west. As predicted, Crazyg sent his infantry to occupy those three hexes, and I beat him there. A few units are prepared to land, but most were too far away. Given the number of ground troops I can see, I think it might be wise to reconquer Northern Ireland and establish an airbase there. To that end, 1 corps, 1 mech, and 1 armour are ready to land there next turn if Crazyg doesn’t block me. No transports are adjacent to enemy ports; no free shots for his subs.

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Is he overdefending England? I’m not sure yet, but that is a lot of units (especially German mechs). If it takes too much away from the east, the Russians will chew him up and be in Berlin by mid-1944. Only time will tell, I suppose.
zechi
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Post by zechi »

This will be an interesting battle for Britain. If you manage to capture a city and form a solid beachhead then he has no chance, but his forces could be strong enough to push you back into the sea. Good luck!
joerock22
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Post by joerock22 »

May 28, 1942

It appears that I’ve underestimated just how much PP my opponent had to spend on units. We’ll take it one theatre at a time.

By Moscow, Crazyg attacks with an exclusively corps-based army supported by the Luftwaffe, and destroys 2 Soviet corps. As near as I can tell, the Red Air Force only gets total results of 5:13. I hope they will perform better in the future as new upgrades arrive and their opponents get worn down. For now, I upgrade all fighters to Dog Fight Lv. 3 to get a much-needed survivability boost, and put the damaged fighters on sentry. Four full-strength fighters can engage the Germans next turn. Now technology is even again and his advantage in effectiveness is only 10-20 points in most cases. So I expect to do better in the future.

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Meanwhile in the center, a small but formidable contingent of mixed Axis troops has captured Tambov and advanced toward Siberia. I believe he’s trying to get me to withdraw my Moscow defense to avoid getting flanked, but that’s not going to happen. I only have corps up there, and I intend to have them fight. I will continue to build corps units to form a defense in the center. Forces from the south are already coming up to help.

In the far south, a massive German mech and tank army, supported by Axis minor corps, advances toward Stalingrad. I have no chance against this force, so my troops begin withdrawing to the northeast. I will fight a delaying action (using ZoC to limit his movement) until I’m strong enough to engage him directly. I hate leaving the Caucuses virtually undefended, but this is a real danger. I would much rather err on the side of caution when it comes to defending Siberia, even if it means losing the oil fields. At this point, I’m not even sure Crazyg will go for the oil fields. Perhaps he feels he has enough fuel to last until the end of the game? He probably has between 750 and 1000. Properly managed, that could be enough even with all his oil-consuming units.

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Finally, partisans appeared in both Kiev and Tula. I’ve never had that happen to me before twice in one turn. The Russian people reacting to the renewed Axis offensive, perhaps? Or just blind luck.

The western Allies also must deal with a stronger-than-expected Axis force in England. I’m able to land 3 units in Ireland for the price of 2. The Allied Navy moves around and begins shelling defenses in and around Belfast. Most importantly, the port and coastline are cut off so no Axis reinforcements can be sent in unless he goes through my navy. The city should fall in a few turns and then I will have a base of operations. Later I may invade the rest of Ireland to give me more room for air units as well as an additional port. My CVs held their own against the Luftwaffe but will probably get beat to hell next turn. I also move to land troops on the tip of Scotland. It is a good defensive position (only 2 enemy hexes adjacent) with supply and it will take a major effort by Crazyg to dislodge me. I’m willing to pay the repair costs on a few corps if it will force him to continue fighting (within range of my navy’s guns, no less). See the screenshot for my planned landings next turn.

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Overall, these developments were disappointing for me. I didn’t realize the Axis would be this strong. But I will continue fighting, and I think I can still turn this around. For the Russians, it’s about surviving until severe winter. For the western Allies, it’s about establishing a foothold and trying to gain air parity with the Luftwaffe. It will be a lot of work, but I still have 3 years to turn this around and I still believe I can win.
zechi
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Post by zechi »

I think you should not give much ground in the Soviet Union and keep more pressure on the Axis, despite his big Army and most likely heavy losses for the Soviets. You already gave him Britain without much a fight. During Barbarossa you also gave him much ground (and PP) without fighting. Neither did you launch a winter offensive with the Red Army. Until now the Axis did not had any pressure on them. This explains Crazygunners big army. He did not need many PPs for repairs or replacement as you withdrew from most fights.

If you now give up even more ground without a fight, he will have a many PPs for defending Britain and/or attacking Moscow and capturing Stalingrad easily. However, if you force a hell of a fight on him, he will not be able to repair his units on every front. He will also burn a lot of oil and manpower if he attacks on every front.
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Post by thommo »

why not just skip Britain and go for France? Block the channel and trap the big axis army in Britain!
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Post by richardsd »

I think I would definately have gone for France and a Russian offensive (somewhere). I have learn't the hard way that a one front fight is a sure passage to Axis victory.
joerock22
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Post by joerock22 »

Interesting comments, folks. But I'm following the exact same strategy I used the only other time I lost England in GS. I evacuated the island in 1940 and returned in 1942. My opponent heavily defended, and I was only able to land in Ireland and maybe Scotland. But I reconquered England in 1943 and invaded France in 1944. In the USSR, I lost Moscow and Stalingrad in 1942, then launched a strong winter counteroffensive that my opponent wasn't able to escape because of the movement limit on his troops due to lack of supply. He wasn't able to stop me from pushing forward in the east for the rest of the game, and combined with the western Allies comin in from the west, I won a major victory. If it worked before, I can't see any reason it won't work now. That is the blueprint I'm following.

I could have fought for Stalingrad. But what's the point? There really isn't much in terms of production down there to justify fighting a battle that I can't win. As a general rule, I try not to do that; if I know I'm going to suffer substantially more casualties than my opponent, I think it's best to avoid combat most of the time. By not suffering casualties, the Russians can build up until they are truly powerful by winter, when they are most effective. The Germans want combat right now on the clear plains of Russia, and if I give it to them I will be playing right into their hands.

As to France, I'm not sure it's wise to invade with an enemy stronghold at my back. That seems like a recipe for disaster. There is no good defensive terrain once you land, and Crazyg can easily rail in a few tanks and mechs from Russia to crush me. Those units will temporarily be taken away from the USSR, but again, the cost to the western Allies isn't worth it. They will be out of the game until 1943, and in the meantime the Germans will get all the English resources to focus on the Soviets.

Plus, it is much easier to establish a foothold in England. I have access to ports there. German u-boats and naval forces can’t block my path or trap me in place so easily. I can evacuate my air units to Greenland if things go bad.

So I appreciate the comments, but I’ve settled on my strategy and I’m sticking to it. We’ll see how it works. Maybe I can change your minds by the end of the game. :)
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