The Ottoman Defence - Viable or not?

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Bonesoul
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The Ottoman Defence - Viable or not?

Post by Bonesoul »

This comes form a comment I think was made by TigerIII on the Bagration thread and I had one of those Eureka moments. viewtopic.php?f=121&t=26715

He mentioned a possible tactic based on how the ottoman empire operated, not the piece of furniture :) and which I suppose come from way back in Roman times and the origins of the term infantry, where the youngest and most inexperienced were sent in first and died a lot.

The basic principle is and I didn't even know this was possible, in scenarios where you know you are going to take major casualties, late 43 and especially 44, you buy totally green units (predominantly infantry) and load the frontal defensive positions with them. They will stand and die as basically sacrificial pawns, to buy time for your experienced core units to move back into better defensive positions. As the sacrifice units die, you can deploy more experienced core uints at the back around the city flags you hold (can you really deploy a new core unit any time you lose one to free up a slot?) and move them forwards to your chosen defensive line.

The general principle being where the Russians are going to move first and some of your units are going to get beat up bad, especially if the are likely to be lost completely, why put experienced core units in those positions. You are in effect getting to deploy full, even over-strength core units with good experience, after the sacrifice units have done their job, no standard reinforcing or expensive in scenario elite reinforcing, just drop the fresh units in at the back and plan your counter strike. Though it may sound a touch callous it also sounds potentially quite effective, so

A) Can you actually do it.
B) Which scenarios would you consider trying it on.

Cheers
Bone
rezaf
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Re: The Ottoman Defence - Viable or not?

Post by rezaf »

Unfortunately, I feel it's almost never possible to use this tactic in PanzerCorps, which is an inherent flaw of the Panzer General system that has never been adressed.
Basically, you can easily see this in effect in many of the defensive scenarios of the eastern front DLCs - you often are handed out such cheap units for free as auxilaries, and the soviet attackers cut through them like butter, almost not slowing them down at all.
I think in the original PG it was often possible to purchase auxilary units, which would make this more of a possibility, but PzC scenario designers usually opted for "no aux purchases" and in a lot of cases even for "no late deployment" (in other words, you cannot deploy additional units from your core after the initial deployment) - especially this later part makes the tactic completely unviable.
Even so, you'd have to buy a LOT of units (or very good/expensive ones) for this to work, so I feel it's never going to be worth it.

As we've discussed a number of times here - it does not help that most of the eastern DLCs feel "phoned in" and consist of a technically unstoppable amount of elite russian units. The only way to beat these scenarios is to exploit the AI's reluctance to attack units on unfavorable odds, building a literal dam out of your own elite tanks and then taking the russians out one after another, turn after turn, until the tide is dealt with.

It SHOULD be possible to somehow mount an effective defense that can at least hold out a number of turns with green troops, but under the current ruleset, I feel it cannot be done.

At the very least, a PzC2 should switch to a more sensible deployment scheme than "number of units" - being able to field three INF, an AT and an ART instead of your elite Tiger (or even PzIV) would maybe make players consider the possibility.

But once again, as of now, I feel it's not a viable maneuver.
_____
rezaf
captainjack
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Re: The Ottoman Defence - Viable or not?

Post by captainjack »

The theory is sound but I haven't yet found a way to use it effectively. I did try in the mod based on the old PGForever Soviet Corps, and did just as badly as before using conventional strategy.
BiteNibbleChomp
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Re: The Ottoman Defence - Viable or not?

Post by BiteNibbleChomp »

It would work well with certain WWI scenarios, particularly Brusilov Offensive and Arras18, and possibly Cambrai. This strategy will work as well as any other in Mons 18 - you will still die.

Only no-modded scenarios that I have played that this would work with are Kremenchug and Dnepropetrov'sk in GC43 - and even those I can't remember very well on how they're set up.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
ThorHa
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Re: The Ottoman Defence - Viable or not?

Post by ThorHa »

@Bonesoul:

No. Not cost efficient. In order to make the strategy viable you need to buy at least decent green units - StuG III G for the open. 10 of these already cost 3,500 prestige. And that would be much better spent on Tigers (I or II depending on dlc), Panthers and FW 190.

Most cost efficient solution is to load the front with those units having the best ground defense, backed by arty and AA and covered by good fighters. All experienced and overstrength of course. Wait for the usual "Soviet traffic jam" in front of your wall and pick the enemy units one by one, forcing surrenders in the process. MUCH more cost efficient.

If you are really forced to apply the Ottoman strategy, you should already be very low on prestige and will not survive in any case.

Rergards,
Thorsten
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Re: The Ottoman Defence - Viable or not?

Post by sn0wball »

I did this during GC East 45, while being critically short on prestige, especially with Hetzers. It wasn´t fun, but pure nescessity, though.
Bonesoul
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Re: The Ottoman Defence - Viable or not?

Post by Bonesoul »

Ok, lets play around a bit and see where it gets us, a bit of forum brainstorming you might say. Clearly where the cost in lost units out weighs any benefit its a non starter but lets look at some variants and see what people think.

1) Maybe don't use it across the entire defensive front. There may be one or two spots where you have to delay the Russian advance and even one turn would be enough, but because of its location and the proximity of other available deployment hexes they units placed there wont just get hurt but will be lost, maybe where their retreat s blocked by a river so they will never be able to escape. You can deploy a 4-5 star multi hero grenadier backed by a similar artillery and they will survive 2 turns rather than one, or you can deploy two green units which will die but delay the advance for one turn which was enough. Unless ever decreasing numbers of deployment slots in later scenarios mean you will never need those infantry and artillery again, is using two green units rather than two experienced units (in either case never to be seen again)?

2) Late deployment. As I understand it, if you don't deploy a full complement in the deployment phase you an always deploy them later around flag cities, up to the maximum deployable number, so give up the front. If terrain is in your favour at the rear just cede the first 1-3 turns to the AI, deploy all/most of your unit in the rear in turn 1-3 so they escape the initial attacks in vulnerable positions. Possibly deploy a strong air force with a few carefully selected ground unit bait, use the turns while you are deploying your core in the rear to wrest air superiority, or at least significantly blunt the Russian air threat while your beautiful experienced units are either safe at the back or not even on the map to attack.

3) Live to fight another day. AKA the I'm buggered if I'm fighting you lot today defence. My understanding not yet having played them that is many of the 44-45 scenarios are real blood baths, the main gain you get in prestige which is reduced due to the soft cap mechanics, is from a per turn allocation rather than from capturing flags and this is insufficient to pay for the replacement of losses (not to mention any core units lost permanently). So and this assumes you have to at least deploy one unit in the deployment phase and have one on the map or you loose immediately deploy just one green infantry, yes he's toast, yes you will get a loss on the scenario, but (from a quick count) there are 7 campaigns in 44 and 6 in 45 you don't have to win to complete the campaign.

So if your goal is to get to epilogue in 45, don't fight run away, live to fight another day. You will get the per turn prestige for as long as the scenario runs and the end of scenario bonus pool for a loss at the cost of one green infantry and your core force remains untouched in the battle. As a variant you could deploy a couple of green recon units. Get them out of the way of the Russian advance sharpish, then slip them into the Russian rear to capture the odd flag and maybe extend the number of turns before you loose significantly. If you park one out of harms way but in range of an undefended gold flag hex, if your still seen as in the scenario on the final turn, it might even be possible to then steal a MV by capturing the gold flag on that last turn.

Your views or any of your off the wall ideas?
Bone
MartyWard
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Re: The Ottoman Defence - Viable or not?

Post by MartyWard »

As long as it is not a scenario where a loss ends the campaign, if you are going to get wiped just don't deploy anything, take the loss and move on! :)
ThorHa
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Re: The Ottoman Defence - Viable or not?

Post by ThorHa »

A bit too much theory for my taste. I yet have to see the scenario where you have to deploy units into positions for an immediate loss (played until first one of 44 so far). Why should you even deploy in this case, I would simply keep the spots empty.

But we will see. I just replayed the whole dlcs again to amass 58 k prior to the 43 Kursk scenarios in order to come out of 44 in good shape. If I count correctly I can afford a loss of more than 2.5 k per scenario now but this is unlikely to happen (without equipment upgrades 43 will still be a net prestige gain). I have 53 experienced core units and 44 does not allow the deployment of more than 35, thus I can easily afford to lose units if necessary. I will report here after 44.

No, I do not see any good reason for the green strategy. Better said, if you are so desperate that you HAVE to use it I would simply restart one or more dlcs. Or lower difficulty.

Regards,
Thirsten
ThvN
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Re: The Ottoman Defence - Viable or not?

Post by ThvN »

Bonesoul wrote:Ok, lets play around a bit and see where it gets us, a bit of forum brainstorming you might say. Clearly where the cost in lost units out weighs any benefit its a non starter but lets look at some variants and see what people think.

1) Maybe don't use it across the entire defensive front. There may be one or two spots where you have to delay the Russian advance and even one turn would be enough, but because of its location and the proximity of other available deployment hexes they units placed there wont just get hurt but will be lost, maybe where their retreat s blocked by a river so they will never be able to escape. You can deploy a 4-5 star multi hero grenadier backed by a similar artillery and they will survive 2 turns rather than one, or you can deploy two green units which will die but delay the advance for one turn which was enough. Unless ever decreasing numbers of deployment slots in later scenarios mean you will never need those infantry and artillery again, is using two green units rather than two experienced units (in either case never to be seen again)?
This only works if you know exactly what you are up against. I've used sacrificial units, but only during multiplayer (see below).
2) Late deployment. As I understand it, if you don't deploy a full complement in the deployment phase you an always deploy them later around flag cities, up to the maximum deployable number, so give up the front. If terrain is in your favour at the rear just cede the first 1-3 turns to the AI, deploy all/most of your unit in the rear in turn 1-3 so they escape the initial attacks in vulnerable positions. Possibly deploy a strong air force with a few carefully selected ground unit bait, use the turns while you are deploying your core in the rear to wrest air superiority, or at least significantly blunt the Russian air threat while your beautiful experienced units are either safe at the back or not even on the map to attack.
Yes, for some scenarios, it can be a good idea to take a few turns to concentrate your frontlines and set up some defensive positions. This sort of scenario is also where towed heavy AA can finally be effective, I prefer FlaK traps to fighter traps but they can be much harder to set up properly.

To add, usually the deployment hexes can still be used after the deployment to place additional units, it's not just around city hexes. Sometimes I also use delayed deployment if I want to concentrate more forces in a certain area than allowed by the deployment hexes. For example, some AK scenarios require a big, deep drive into the desert while the rest of the line is practically stationary. As soon as the first wave moves off, I deploy the extra units in the same deployment hexes. This follow-up is only a turn behind and usually consists of some 'siege' units (infantry and towed guns to mop up bypassed strongpoints = classic Blitzkrieg) and some more good units that can take over the momentum of the attack when the first wave takes damage.
3) Live to fight another day. AKA the I'm buggered if I'm fighting you lot today defence.
I personally never do this, I'd rather cheat than 'skip' a scenario like this, but it could be a possible tactic to avoid huge core losses.


Something a bit unrelated perhaps, but purchasing/placing considerations can become very important during multiplayer, where you have to buy extra units with limited resources all the time; some battles developed into situations were I had reasonable prestige but buying the 'best' units wouldn't fill up all the slots or leave me with no reserve to reinforce. I frequently bought cheap, sometimes sacrificial units with specific goals, which I will try to separate into (overlapping) made-up categories to help explain my ideas.

1. Sentry: their main function is to spot if something is coming early enough to have time to get other units in place to delay or counter the attack. It can also help confuse an enemy that is scouting around about the size and location of your forces. Placement is along natural paths of movement, usually in front of defensible positions (so across rivers along roads for example). They are not blocking forces, and placing them in defensive spots is secondary to having a good vantage point to spot incoming units. The keyword is spotting, my favourite are cheap recons that move about a little to expand their coverage. depending on the situation they could run away or become a:

2. Speedbump: designed to slow enemies, not stop them. Their goal is to buy time, either by being stubborn or making the enemy cautious. Ideal placement is in favourable terrain where bypassing them is difficult or makes units too vulnerable.

3. Blocker: these are supposed to soak up attacks, often small clumps of mutually supporting units. The AI enemies in PzC are often placed in such positions. Making one quickly during multiplay can be quite difficult (at least for me...). If forces must be spread out a bit, sometimes a single tough unit can hold out long enough to get some help to it, I have foiled many sneak attacks by keeping some cheap infantry (without transport) in VH for example.

Sometimes simply filling up a hex with a unit can make a world of difference. The best example: during AK, some scenarios have minefields that can be moved through by the enemy. So if you leave a clear hex on the edge of a minefield you risk having a counter-attacking AI tank getting into that hex and complicate your life. I often move some cheap fodder in such hexes, just to deny the AI the opportunity. Similarly, such units can be used to keep AI units in river hexes or close terrain.
rezaf
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Re: The Ottoman Defence - Viable or not?

Post by rezaf »

ThvN, you're clearly a better player than I am (as if there was any doubt about that).
I never have enough units to leave sentries in the DLC campaign. There's just too few deployment slots.
When I have to wrestle down 250 russians with only 30 core units of my own, I always feel it's better to bring actual hard hitting units to the table, rather than some throwaway unit. Those that are cheap enough for me to maybe consider it melt away in the face of any opposition and so I feel they aren't worth the slot they use.

Along these lines, I really hope there'll be a more elaborate deployment scheme in the future.
It mustn't be in PzC, for example the WH game might have unit score based deployment, after all that's what the tabletop game uses, any maybe it'll be possible to convert PzC campaigns to the format used in that game?
As I wrote earlier, it would have been possible even in the current setup, if - like in Panzer General - you'd be allowed to purchase a number of auxilary units. The PzC scenario editor has that option, but in almost all scenarios, you aren't even allowed to replace lost auxilaries, much alone purchase new ones. A wasted opportunity by the scenario designers, imo, but that's how it is.
_____
rezaf
Bonesoul
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Re: The Ottoman Defence - Viable or not?

Post by Bonesoul »

See, if you never have the debate and explore posssibilities you would never know some things. In general, I would guess like most players I always deploy a full complement of units in the deployment phase, so have never looked at or considered in any great detail what you can do if you dont. So its always a joy to me, when an elegant idea, which I had never considered comes up in forum discussion. Multiple wave deployment, to allow you to concentrate forces in a particular area, which the basic deployment hex layout would not allow, thanks ThvN. Like most things its not something that will be used all the time, ore ven a lot, but what a nice tool to have in the box.

Rezaf - I agree with you, there are rarely enough units available to allow you to leave sentry units in PvE, infact unllike in the real world, more often than not with turn limit constraints etc, the most effective tactic is to get almost all units into combat as fast as possible with little or nothing held in reserve. You crush the AI a chunk at a time with all avaailable forces, partially because its almost impossible to model the effects of a breakthrough and using the forces not in contact to exploit it. Whole russian armies had to surrender early in Barbarossa because of exploited breakthroughs and the effects of cut supply lines.

As to PvP, im not a great fan, I would like to be but over the years have been put off (not PzC so much as in general). My big issues are, finding an opponent when you want one can be hard, again i cant comment re PzC specifically, but over the years I have spent hours waitimg in the forlorn hope an opponent would pop up. Like any game PC or physical, for it to be enjoyable and challenging to both sides, the two sides need to be pretty evenly matched and it is rare there matching system (assuming there is anyone available) to ensure you and your opponent are compatible. Lastly and probably the most irritating, after the wait for an opponent, you get one, hey this one seems about your level and its going to be good, you start to get the upper hand and pooof, what, hey!! Thats right, your opponent has gone, not surrendered, resigned, said thanks you win, but "your opponent is no longer connected.

Cheers
Bone
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