A Certain Panzer General's Adventures -- Generalissimus (No Trophies of War / Heroes)

Battle Reports & After Action Reports (AAR's)

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SineMora
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A Certain Panzer General's Adventures -- Generalissimus (No Trophies of War / Heroes)

Post by SineMora »

Originally, I was planning on doing a "proper" AAR with a fictive German general as my protagonist, but I've sadly misplaced a number of screenshots and made the mistake of not writing down the details as I played, which means that the early scenarios aren't all that well covered. There are also two other AARs on these boards using similar houserules, so I'll save that for when I build up enough courage to add David vs. Goliath (von Manstein) mode to the mix. All right, enough self-flagellation -- time to get down to the details.

I'm playing on Generalissimus with the Europe on a Shoestring (Rommel mode, no passive prestige at all) and Race Against Time (Guderian mode, 5 fewer turns to complete scenarios) modes active. I've also disabled heroes, so I won't be receiving any; having played through the ahistorical campaign I found them to be poorly balanced, leading to a less tactical experience where I ended up snowballing hard with a number of demigod units. I'm confident this limitation will make the game not only more challenging but more fun. I'm using 25% Combat Randomness (in retrospect I think I'll use full RNG in the future, because the fixed marginals exasperates the problem with chip damage; however I'll save that discussion for when I use it), custom army (allowing me to customise the army I start with in Poland), 2 free General trait points (which is the default).

I've also disallowed Liberator and Trophies of War, the two traits that make it a lot easier to gain prestige, undermining the difficulty of Generalissimus. I'll still be opting to make most of my prestige by forcing surrenders, but will not benefit from the extreme bonuses Trophies of War provides. It should be noted though that having actually played with these rules -- and reading the other AARs -- picking Liberator is probably more of a penalty than a boon for an experienced player, because it offers nothing at all except prestige, and you won't be short on that if you adapt this style. Trophies of War makes it easier to field enemy equipment at least, but at 2 points it's rather expensive. This isn't what I expected, but that's part of the fun of this challenge -- making discoveries that weren't readily apparent whilst playing the game "normally."

In the interest of full disclosure, I'm not playing on ironman and have set the game to allow unlimited undos. Whilst this theoretically allows for unlimited cheating, it's currently necessary for me to be able to complete a campaign, as I cannot get used to the control scheme and consequently end up making too many misclicks per scenario, ranging from moving units, selecting the wrong unit (especially fiddly with air units) and even ending the turn while scrolling. With such tight margins I can't really afford this, so ironman is out for now. I won't be save scumming, but I will replay a scenario should I fail -- I'll save the true ironman for when I know the game better, especially the eastern scenarios.

Edit: For those who are impatient, the campaign comes into its own early on in Barbarossa; of the early scenarios only Dijon is really covered in detail.

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I'm borrowing the community campaign tree to help visualise my plans. I'll be starting in '39 with Poland North, followed by Bug River and Norway South. After that it's off to Western Europe where I'll be going through Belgium, Dunkirk and Dijon. As of now I've already played up to Dijon, so I've put the campaign on hold while I catch up with the AAR, as I'm already regretting the lack of notes (my memory is evidently not as infallible as I'd like to believe). I apologise for the quality of the screenshots; it didn't actually occur to me at the time to look for a hotkey to hide the GUI. I promise to improve on that from Dijon, but the existing screenshots are what they are.

Seeing as the other two AAR veteran players both played Dijon perhaps I should go with Paris, but as I sank the British fleet at Dunkirk there'd be no British expeditionary force in that scenario, which'd make it a lot less fun. I've yet to decide where to head in '41, but it'll probably be Operation Barbarossa. I honestly prefer the North Africa setting, but I played that in my last campaign, and I suspect the Soviet Union will prove a stiffer adversary than the British.

Scenario I -- Poland North

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Now for my general traits. I formed this list partly with a fictional protagonist in mind, a commander with similarities to Guderian -- a modernist who believes in the strength of armour (Panzer General), flexibility (Flexible Command, Perimeter Control) and rapid movement (Master of Blitzkrieg, Operational Initiative, Deep Recon) to enable encirclements (Deadly Grasp). He disdains siege warfare as a relic of trench wars (Trench Slog) and is an outspoken critic of the Nazi movement, earning him the enmity of the political establishment as well as part of the Wehrmacht, meaning he's last in line to receive new equipment (Retrograde) and forcing him to achieve much with limited means (No Overstrength).

Panzer General: Reduces the core cost of all tanks by 25% (I believe it's rounded up; see discussion on army composition). Core slots are one of the greatest limitations, and reducing the cost of tanks effectively increases the amount you have to work with. If like me you intend to field a lot of tanks it's a good pick -- it should probably be avoided in a truly challenging run, however, because of the benefits of extra core slots.

Deep Recon: A trait I'm experimenting with. I'm not convinced the bonus is really worth the cost (the 5% accuracy buff to recons is welcome but permanent visibility over primary objectives isn't terrible useful when you can use recon planes), but perhaps I'll be convinced otherwise.

Operational Initiative: Offers a permanent +1 initiative to all your units and as much as +4, +3 and +2 respectively for the first 3 turns. I like this for its ability to help me establish air superiority, as it provides an edge for those vital early clashes in the air. As I'm not looking to destroy everything in my path the extra initiative might end up being somewhat superfluos, however, and I do have to pay for the privilege.

Master of Blitzkrieg: The extra movement is welcome, but it's the ability to cross minor rivers with tanks that makes this great when combined with Perimeter Control and Flexible Command, allowing encirclements that would otherwise be impossible. In many cases it makes tanks more mobile than even recons, and although bridge engineers can help any unit accomplish this the ability to adapt to a changing tactical landscape on the fly is very valuable.

No Overstrength: Heroes are what make overstrength extremely strong, so without them it loses much of its appeal. That isn't to say that it's a freebie -- many cheaper units can effectively overstrenghten for only the prestige cost, and for some types of units (especially air) overstrengthening can dramatically improve their performance. That said, as far as the weaknesses go this is one that seems quite managable.

Deadly Grasp: Doubles the penalties for encircled enemy units and is effectively a mandatory pick if you're going down the route of forcing surrenders -- the extra 2 suppression per turn is worth its weight in gold when you're trying to cordon off a large number of units and lack the resources to fully suppress them all to mitigate damage.

Flexible Command: This is mandatory if you want to split units, as otherwise it requires free core slots, something you'll normally never have. Offers fantastic synergy with Master of Blitzkrieg and especially Perimeter Control, allowing you to force surrenders much easier by significantly increasing the number of units you can field at any given time. It also offers opportunities to increase entrenchment damage with artillery if needs be, improve Mass Attack bonuses and reduce the damage your designated defenders do when attempting to capture units. It does make units a lot more vulnerable to attack, however.

Retrograde: Originally I thought this'd make for an interesting weakness, forcing me to work with older models which would hopefully lead to a more stimulating tactical game. Receiving upgrades 6 month late shouldn't be crippling weakness, although it's bound to hurt at some points (Kursk w/o Tigers or Panthers seems a little rough, come to think of it), but there's a catch with the skill I only became aware of in Belgium.

As it works right now Retrograde prevents the player from accessing new models until 6 months later. This is as expected, but while it does this it still uses the default equipment file. Why is this a problem? Because often updated models replace outdated models entirely, such as the new Me 110 that becomes available in Belgium. A retrograde player thus ends up unable to requisition the unit at all, a problem I imagine will only become worse as the campaign progresses. It's likely that there'll be a 6 months window in '43 where I cannot requisition any infantry at all, and that is terrible design. I can only assume this is a bug (I've reported this in the bug section).

Perimeter Control: A fantastic trait that allows you to form a path through enemy lines as long as there's a physical void to exploit, enabling encirclements of enemy positions that are otherwise secure. Vital for the intended strategy of capturing enemy units as opposed to facing them head on.

Trench Slog: I feel a little guilty picking this, because it's not much of a penalty. Entrenchment is very powerful, but in reality I tend to use engineers when I assault entrenched positions, and engineers ignore entrenchment. It does mean it takes more effort to reduce entrenchment levels when trying to force surrenders (enemies won't retreat as long as they have an entrenchment level higher than the base of the hex), but for 2 points it's a bargain.

Initial Prestige: 50
Final Prestige: 1680

Core
  • Infantry
    • Wehr Infanterie
    • Wehr Infanterie
    • Pioniere w/ Opel Blitz
  • Tanks
    • Panzer IB
    • Panzer IB
    • Panzer IIC
    • Panzer IIC
  • Recon
    • SdKfz 222
    • SdKfz 222
  • Artillery
    • 10.5 cm leFH w/ Opel Blitz
    • 10.5 cm leFH w/ Opel Blitz
  • Fighters
    • Bf 109E
  • Tactical Bombers
    • Ju 87B
  • Strategic Bombers
    • He 111H2
The default core is solid and doesn't really need to be changed, but with an extra 500 prestige and 2 core slots to work with a few minor adjustments are in order. I sold one of the fighters, freeing up some prestige and 3 core slots. I then added a second recon, a strategic bomber and upgraded the 7.5 cm FK 16 to a 10.5 cm leFH w/ Opel Blitz. This left me with 50 prestige to spare as I begun my campaign.

The reason I initially had 2 free core slots is that I picked Panzer General, which lowered the cost of the IIC to 2. Being able to field tanks that cost 3 slots for only 2 is a great early game advantage, although the IB is an extremely competitive tank, all the more so when you aren't looking to destroy the enemy. The extra recon will help with scouting and improve my accuracy (thanks to Deep Recon 2 recons should provide an impressive 30% bonus to accuracy when adjacent to a target). The Polish airforce consists of a single strategic bomber in this mission, so a single fighter is more than enough to gain control of the skies. Finally, the strategic bomber will help in suppressing targets to make them easier to capture.

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The first scenario is wide open with few chokepoints. I hadn't played with Race Against Time before, however, and so I wasn't sure whether I'd have enough time to go for the optional objective in the NE. In the end I decided to only go for it if I had time to spare. The Pioniere, supported by the Wehr and artillery, will head down to Bydgoszcz to secure it and the airfield. They will then follow the river to Chelmno. The bulk of my forces will push towards the middle plains to draw out and encircle the Polish defenders before converging on Chelmno.

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Recons are significantly more valuable now than in PzC1. Combined with the bonus from Deep Recon my 2 recons provide a 30% accuracy bonus.

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Splitting the artillery allows me to increase suppression while minimizing the risk of killing the targets. The Polish infantry are forced to surrender.

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The Polish strategic bomber is drawn out by my Pioniere and proves an easy target for my fighter. Polish forces are responding in the center as I opt to destroy the armoured car and gun owing to worries that they'd slow me down (and in the case of the car, potentially use its phased movement to strike at my vulnerable artillery).

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Halfway through the scenario things are proceeding according to plan, with Chelmno within striking distance of my Pioniere.

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The Pioniere force the Polish defenders to surrender. It's clear that there's a lot more prestige hidden in this scenario than I initially anticipated.

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With Grudziadz secured and the Polish force vanquished, I turn my attention to the bonus objective.

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A comforting win in the end and an excellent start to the campaign. After subtracting the initial 50 prestige and the 650 from the captured victory locations from the end result of 1680 I'm left with 980, a net gain of almost a thousand prestige just by forcing enemies to surrender, and while I'll have to reinforce many of my units that's still a surprising amount from a scenario of such limited scale; it's too early to say for certain but it feels somewhat overtuned, but at least this should be a viable way to finance my operations.

In hindsight I should have captured the gun and possibly the armoured car as well, and my losses could've been lower seeing as I had more time to work with. My core worked well enough but would've benefitted from dropping at least 1 of the Wehr and downgrading the artillery to make room for more of the latter. On to Bug River!
Last edited by SineMora on Sat Oct 31, 2020 11:45 pm, edited 14 times in total.
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http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)
charonjr
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by charonjr »

Nice one, getting the town in the NE as well, and great prestige from captures.
comradep
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by comradep »

Nice start SineMora!

Though full randomness would remove some of the problems with "chip damage", it also makes the game considerably bloodier. Take a look at some of the "real" air combat results in particular to see what I mean.
SineMora
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Scenario II -- Bug River

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Initial Prestige: 652
Final Prestige: 3785


Core
  • Infantry
    • Grenadier w/ Opel Blitz [NEW]
    • Pioniere w/ Opel Blitz [NEW]
    • Pioniere w/ Opel Blitz
  • Tanks
    • Panzer IB
    • Panzer IB
    • Panzer IIC
    • Panzer IIC
  • Recon
    • SdKfz 222
    • SdKfz 222
  • Artillery
    • 10.5 cm leFH w/ Opel Blitz
    • 10.5 cm leFH w/ Opel Blitz
    • 10.5 cm leFH w/ Opel Blitz [NEW]
  • Fighters
    • Bf 109E
    • Bf 109E [NEW]
  • Tactical Bombers
    • Fi 156 Storch [NEW]
    • Ju 87B
  • Strategic Bombers
    • He 111H2
The core has been strengthened with an additional fighter, an additional artillery and a recon plane to help me plan my moves. The Wehr Infanterie have also been upgraded to a Pioniere and a Grenadier respectively, both outfitted with transports. I've split my forces into two battlegroups, one smaller that'll secure Warsaw while the larger one pushes south across the river to capture Siedlce. As neither is a supply hex I'm planning to encircle the Polish defenders before consolidating my position and pushing towards the final objectives. The Grenadiers will strike east to capture the town before joining the second unit of Pioniere in an assault on Brest.

The auxilliary forces in the south will hold best they can. I might let the Polish capture the victory locations so that I can recapture them for the prestige bonus (rewarding failure is a strange mechanic that was in PzC1 too, but it is what it is). Deep Recon reveals that the Polish have two aircraft, so my fighters will be busy as well.

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The vanguard of my forces cross the river in an attempt to tempt the Polish defenders into exposing themselves to encirclement while my fighters have established air supremacy. The Stuka is deployed to prevent the tank SW of Siedlce from ruining my plans.

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The encirclement is established as more of my units cross the river, but the Polish are not likely to remain idle for much longer.

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My auxilliaries are repositioning to allow the AI to capture the hexes.

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The Polish attempt to lift the encirclement but ultimately fail, with the majority of their forces being trapped and captured.

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A basic mistake saw me fail to capture the gun in the eastern town; I forgot that it was entrenched, making it impossible for my Grenadiers to secure it. Instead of sending the strategic bomber I ended up sending the Stuka, destroying it and freeing the Grenadiers to head south. Oh well.

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The lost victory locations have been recaptured and my forces have successfully linked up with the auxilliaries.

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The Storch reveals that the Polish still have a reserve. As I have plenty of time to spare I decide to advance carefully to allow for an encirclement.

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My forces have slowly moved into position. Next turn should see the Polish trapped.

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The Polish surprise me by willingly charging into the river. No matter, as this makes it even easier to trap them.

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The auxillia gets the dubious honour of absorbing the losses for capturing the Polish defenders.

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My artillery shells Brest and the second group of Pioniere clear the city, suffering some damage in return. The last of the Polish forces are completely suppressed.

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Unfortunately, there's no deep strategy behind the fact that a town remains in Polish control; I simply forgot to capture it. On the whole I'm pleased with the results, especially the encirclement between Warsaw and Siedlce, but I made some basic mistakes too.
Last edited by SineMora on Sat Apr 04, 2020 9:30 pm, edited 5 times in total.
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http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)
SineMora
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Scenario III -- Norway South

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Initial Prestige: 3143
Final Prestige: 5121


Core
  • Infantry
    • Wehr Infanterie [NEW]
    • Wehr Infanterie [NEW]
    • Pioniere w/ Opel Blitz
    • Pioniere w/ Opel Blitz
  • Tanks
    • Panzer IIC
    • Panzer IIC
  • Recon
    • SdKfz 222
    • SdKfz 222
  • Artillery
    • 10.5 cm leFH w/ Opel Blitz
    • 10.5 cm leFH w/ Opel Blitz
    • 10.5 cm leFH w/ Opel Blitz
  • Fighters
    • Bf 109E
    • Bf 109E
  • Tactical Bombers
    • Fi 156 Storch
    • Ju 87B
  • Strategic Bombers
    • He 111H2
    • He 111H2 [NEW]
This scenario offers a nice change of pace, from the rolling plains of Poland to the mountainous widths of Norway. With mountains rendering large parts of the map impassable I'll have to split my forces to complete the objectives in time. Fortunately, the Norwegian lands are lightly defended, with the exception of the region around the capital, Oslo. I've downgraded the Grenadiers to Wehr and requisitioned an additional unit of the latter. I was planning on using specialised Gebirgsjäger or even Fallschirmjäger, but evidently selecting Retrograde makes them unavailable. It also means that the Pioniere have to make do without halftracks to improve their combat performance.

The IBs are put in the reserve but I keep the IICs as I intend to use them as cover for my Pioniere during the assault on Oslo. I've also added a second strategic bomber to help out with suppression and the Allied naval assets. One unit of Pioniere will land in the far north near Bergen, supported by the KMS Königsberg. They will cut encircle the town and fort, secure it and capture the nearby village on the final turn to avoid the Norwegian troops stationed in the mountains further inland.

The auxilliary Fallschirmjäger will land north of Kristiansand and work to capture the valuable AA gun before capturing the airfield and town. They'll be joined by a unit of artillery and a recon and make their way west, securing all objectives. Finally, one of them will drop onto the small island south of Kristiansand to secure the objective there. The bulk of my forces meanwhile will advance north across the sea towards Oslo, aiming to take out the fort as quickly as possible. They'll be supported by the Luftwaffe while the Stuka obliterates the southern fort. Note to self: I should keep track of the units I put in reserve for future reference. I'll try to do that from Dijon onwards.

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The Fallschirmjäger land north of Kristiansand and are joined by a unit of artillery. The Stuka begins bombing the fort.

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The Pioniere land in Bergen while the KMS Königsberg cuts off the fjord. The defenders are encircled and will slowly be strangled.

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The southern tip of Norway. This is what the auxilliaries are meant to secure.

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My troops land south of Oslo as the Luftwaffe engages the Norwegian airforce. I suspect the captain of the KMS Blücher stole the Norwegian commander's wife, because the ship is the target of both the coastal battery and the airforce.

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The AA gun proves difficult to capture with only one unit of artillery as I can't encircle it (because of Kristiansand being a supply hex). Still, a few points are better than nothing.

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The Wehr land on the opposite side of the Oslo fjord, aiming to encircle the defenders there. They're supported by the third unit of artillery, and the recon plane is split and dispatched to cover the vulnerable artillery from bombardment.

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A unit of Norwegian infantry move to support the Oslo defenders but are made to pay dearly for their courage.

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The Pioniere move into position for the final push into Oslo.

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Another unit of Norwegian infantry leave the town they're defending to attack one of my detached Fallschirmjäger, destroying them and embarassing me in the process. It's a good thing I detailed reinforcements for the auxilliaries, because I don't think they could complete their assigned tasks weakened as they are.

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Oslo is captured. I decide to consolidate my position and try to draw out the remaining Norwegian infantry.

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The Oslo airfield is captured even as the Norwegians repair their remaining fighter.

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The hills north of Oslo see fierce fighting as the Norwegian infantry are joined by a unit of Mountaineers in a bid to retake the capital. They fail, but I'm losing precious time.

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Stavanger falls to the Fallschirmjäger, and the southern tip of Norway has been pacified.

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The hills of Oslo are secured at long last along with the remaining Norwegian airstrip. For the first time in the campaign I'm beginning to feel the effects of Race Against Time, however, as I realise I wasted too much time around Oslo. It's crunch time. On the bright side, losses have been very limited as a result.

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The southern island is captured and the beleaguered Fallschirmjäger have earned some rest.

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Victory is achieved, but that was a little too close for comfort. Interestingly I believe I played better in this scenario than in Bug River, but my more cautious approach saw me pressed for time even though it reduced casualties. Unlike in the previous scenario I also feel that I got the core right, with the caveat that Retrograde prevented me from fielding specialised infantry. The campaign will continue with the invasion of Belgium in preparation of Fall Gelb.
Last edited by SineMora on Mon Apr 06, 2020 10:45 pm, edited 5 times in total.
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http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)
SineMora
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

charonjr wrote: Sat Apr 04, 2020 5:56 am Nice one, getting the town in the NE as well, and great prestige from captures.
Thanks. I might've pushed a little too hard (could have captured the gun and armoured car at least and reduced losses), but it did give me more than enough time to dig the Polish engineers out in the NE.
comradep wrote: Sat Apr 04, 2020 7:03 am Nice start SineMora!

Though full randomness would remove some of the problems with "chip damage", it also makes the game considerably bloodier. Take a look at some of the "real" air combat results in particular to see what I mean.
This is true. If I do go down that route it'll probably be with David vs. Goliath and AA Veteran to handle the planes, but you're right about the bloodiness -- it's possible that my annoyance with chip damage is clouding my judgement, as the potential for greater losses would make planning captures more problematic.
Mildly pretentious Swede. Goes by Path on most platforms, including Steam.
http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)
SineMora
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Scenario IV -- Belgium

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Initial Prestige: 3175
Final Prestige: 7287


Core
  • Infantry
    • Pioniere w/ Opel Blitz
    • Pioniere w/ Opel Blitz
  • Tanks
    • Panzer 38(t)A [NEW]
    • Panzer 38(t)A [NEW]
    • Panzer IIC [NEW]
    • Panzer IIC
    • Panzer IIC
  • Recon
    • SdKfz 222
    • SdKfz 222
  • Artillery
    • 15 cm sFH w/ SdKfz II [NEW]
    • 15 cm sFH w/ SdKfz II [NEW]
    • 10.5 cm leFH w/ SdKfz II
    • 10.5 cm leFH w/ SdKfz II [NEW]
  • Anti-Aircraft
    • 8.8 cm FlaK 36 [NEW]
  • Fighters
    • Bf 109E
    • Bf 109E
  • Tactical Bombers
    • Fi 156 Storch
    • Ju 87B
  • Strategic Bombers
    • He 111H2
    • He 111H2
    • He 111H2 [NEW]
For the second part of the '39 campaign -- by now '40 -- campaign it's off to the Low Countries and France. Retrograde still leaves me with few options for infantry -- no extra Fallschirmjäger and still no halftracks for my Pioniere, so I suspect they'll have to weather the French campaign without them. The game doesn't do a great job in explaining this, but halftracks -- particularly the more advanced forms -- significantly improve the combat performance of infantry, e.g., boosting the soft attack of Pioniere from 8 to 12. This is a substantial upgrade for what comes down to a slight increase in core slots (1 per unit) and increased prestige per unit. At any rate this scenario provides 2 auxiliary Fallschirmjäger -- just like the previous one in Norway -- and my success here will hinge on how well my core can cope with the French armour in the open. The Pioniere will still need help to dig out the entrenched Allied defenders, so the artillery is strengthened, and the Panzers are returned to active duty and strenghtened with the addition of two 38(t)As, which at least have some nominal hard attack.

I was going to requisition Me 110s, but with the original model removed from the equipment list and the new one unavailable for 6 months because I picked Retrograde it seems I cannot access it at all. This is supposed to be addressed in the upcoming patch but for now I'll have to make do without them. Hopefully this won't have too much of an impact on the campaign. An 8.8 is brought in to provide some cover for my artillery and to help shore up my frontline against the much stronger French armour should it be needed -- I'm not too hopeful that my outdated Panzers can do much against the likes of the French Somua and Char, so if suppression fails the 8.8'll see some action. I don't expect a significant let alone powerful Allied air presence, so an additional strategic bomber is the only addition to mine; no Spitfires to worry about just yet.

The main force will aim to push through Liege and swing south to flank the fortified positions in front of Brussels. It'll then push north to encircle the defenders and isolate the Belgian capital, after which the Allied presence should've been effectively neutralised, allowing for the swift capture of Antwerp and Maubege. A smaller force will secure the northern objective and ensure that there are no Allied attempts to interefere with the main attack from the north. I'm somewhat apprehensive about the southern flank, as the number of rivers and the hard map edge mean there's limited room to maneuver, so I'll have to push through quickly to avoid having my forces bogged down.

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Rain on the very first turn means my initial plan for the assault on Liege is out, but at least the northern flank is looking good.

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The Fallschirmjäger are bombarded and Belgian reinforcements pummel them, but they're holding their position.

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A heavy concentration of French armour is blocking my intended path of advance. With the restrictions imposed by the map border and the rivers, this could prove interesting.

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The Panzers swarm across the river and Liege is captured.

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The remaining Belgian defenders are captured and the victory locations secured, including the airfield near Liege. A lone tank goes after the vulnerable Panzers in the river, but is quickly surrounded and subdued.

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The Panzers advance to establish a new front. Ideally I'd want the French armour to advance, but if I get to close they'll pummel my much weaker Panzers.

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The Belgian airforce isn't much of a threat to the Luftwaffe.

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The Storch finds even more French armour.

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Looks like we're doing this the hard way. With no easy way to outflank the French armour and the clock ticking, I decide to push ahead.

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The French armour finally respond to my advance.

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The Fallschirmjäger are dropped to suppress the French armour. If any of them survive this they're not likely to send me any Christmas cards.

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A detached unit of panzers raid the Maubeuge airfield, suffering heavy damage but with nowhere to rebase the remaining Allied airforce is destroyed.

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Cleaning up the remnants of the French armour while advancing on Brussels.

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A Belgian armour reserve destroys my remaining auxiliaries, but they will be remembered. Maybe.

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Brussels is encircled.

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Maubeuge will be neutralised next turn.

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In the north, Antwerp is poised to suffer a smilar fate.

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Ghent is defended by a single unit of Belgian engineers, so I decide to grab the bonus objective.

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Maubeuge and Antwerp fall to the Wehrmacht.

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The Belgians abandon their defensive position to attack my artillery, making capturing them all the easier.

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Another last-turn finish, but unlike in Norway I didn't feel pressured to rush this. Losses are mounting as I forced my way through the French armour, but captures are also up, with a significant increase in prestige. With some luck I could soon be fielding a Somua or Char of my own to take the heat off my vulnerable Panzers. The 8.8 didn't see much action in the end; encircling is proving effective even against much heavier armour, so I don't foresee any need of AT weapons for the time being. Now it's time to drive the British into the sea and put a stop to their meddling on the continent, so the Luftwaffe'll have to be strengthened.
Last edited by SineMora on Wed Apr 08, 2020 1:57 pm, edited 4 times in total.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by charonjr »

You have been busy :)

Bug River: I really liked the deep thrust to the south of Warsaw, prestige was great as well.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

charonjr wrote: Sun Apr 05, 2020 10:15 am You have been busy :)

Bug River: I really liked the deep thrust to the south of Warsaw, prestige was great as well.
Having played the opening scenarios a few times now makes it a lot easier as there are only so many enemy units to keep track of, so you don't really need to worry about nasty surprises. It's rather satisfying to stick to the Blitzkrieg spirit, though :wink:
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Scenario V -- Dunkirk

Image

Initial Prestige: 5849
Final Prestige: 10453


Core
  • Infantry
    • Pioniere w/ Opel Blitz
    • Pioniere w/ Opel Blitz
  • Tanks
    • Panzer 38(t)A
    • Panzer 38(t)A
    • Panzer IIC
    • Panzer IIC
    • Panzer IIC
  • Recon
    • SdKfz 222
    • SdKfz 222
  • Artillery
    • 15 cm sFH w/ SdKfz II
    • 15 cm sFH w/ SdKfz II
    • 10.5 cm leFH w/ SdKfz II
    • 10.5 cm leFH w/ SdKfz II
    • StuG IIIB [NEW]
  • Anti-Aircraft
    • 2 cm FlaK 38 [NEW]
    • 2 cm FlaK 38 [NEW]
  • Fighters
    • Bf 109E
    • Bf 109E
    • Bf 109E [NEW]
    • Bf 109E [NEW]
  • Tactical Bombers
    • Fi 156 Storch
  • Strategic Bombers
    • He 111H2
    • He 111H2
    • He 111H2
My core has been strenghtened with a prototype StuG IIIB, providing close fire support while being, somewhat amusingly, far better armoured than my actual tanks. While I'm sorely missing my infantry options (and my Me 110s), Retrograde is making me consider units and compositions that wouldn't normally see much use. The 8.8 has been replaced by the smaller AA guns, which'll serve to provide some extra protection for my artillery before the fighters can take down the French airforce. The Stuka has been dropped to help make room for 2 more fighters, as I want the aerial battle settled as quickly as possible.

The northern plains are ideal for armoured warfare, so of course I'll go through the south instead. With the English Channel to the north it should also allow for a major encirclement. To that end I'll have my forces west push through Lille and then north to Ypres. They will then fan out with one group striking north to reach the Atlantic coast, isolating the Belgian defenders to the east, and another pushing west to link up with the auxiliaries in the Calais pocket. This should see Dunkirk isolated, leaving it ripe for conquest. The fighter contingent will be transferred to Calais once the French airforce has been dealt with to fend off the RAF and clear the skies for my strategic bombers to eliminate the British evacuation fleet -- I'm not about to let them escape.

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I position the Panzers in preparation for the assault on Lille. The fighters are deployed to shield the vulnerable bombers and artillery.

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The French counterattack, aggressively targeting my strategic bombers.

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At Calais, the auxiliaries are pummeled, but are still holding firm.

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The Panzers surge forward towards Lille. Possibly a poor decision, partly because of the heavy French armour held in reserve near the town, but mainly because the forecast predicts it'll rain next turn, meaning the French airforce at Lille would've been grounded. I could have knocked out a significant portion of it by capturing the field then. On the other hand, the Luftwaffe has already shredded most of these planes.

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The vanguard takes a beating, but reiforcements are en route.

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Lille is encircled and the French armour captured.

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At Calais, the auxiliaries capture French infantry.

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The Belgians throw back my initial advance towards Ypres, inflicting heavy losses to the Panzers and seeing me lose my first (detached) unit this campaign. The other half is rerouted towards Antwerp to help set up the northern encirclement and to keep it out of trouble.

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In the east, the northern encirclement is being prepared.

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The fighters rebase to Calais to engage the RAF.

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British armour come to the aid of the beleagured defenders of Ypres. That Matilda is looking tasty.

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The RAF suffer heavy losses.

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Ypres is captured and the British armour is suppressed. The remaining Belgian forces have been caught in an encirclement stretching from Antwerp in the east to Dunkirk in the west.

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The RAF is no more. There's plenty of time remaining, so weather permitting the British fleet should be sunk.

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The Belgian forces are now fully suppressed and mine tighten the cordon.

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The fighters assist the strategic bombers in what is turning into a race against time. The British destroyers are proving resilient.

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The Dunkirk pocket is eliminated, but there are still some Allied forces remaining.

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The last of the Belgian forces are captured.

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The British navy really should be pulling out now that there are no forces left to evacuate.

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Cloudy skies hamper operations, but at last the British are defeated.

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I now have over 10000 prestige, but of course I'll have to reinforce the Panzers that suffered heavy losses. I'm quite pleased about the northern encirclement, although the Belgian forces probably shouldn't remain so passive. Somehow I also incurred heavy losses to one of the AA guns -- likely I mistook it for an auxiliary as I've rarely used low-calibre ones before -- which'll prove costly to replace. I might just forego AA entirely for now and trust to the Luftwaffe. Dijon awaits.
Last edited by SineMora on Sun May 17, 2020 1:46 am, edited 5 times in total.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Caught up at long last. Now the question is whether to press on with Dijon or restart with new parameters, in light of what I've learned so far.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by charonjr »

Yes, I am still debating restarting as well, but all 3 "extras" are not fun.

Maybe getting rid of the "killer" traits for the captures would be the better solution.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

At that point you're getting dangerously close to a no-trait run, though, and it feels like we're just eliminating more and more choices. Heroes were fun for about 5 min so I don't really see a way to use them the way they are implemented right now, and with the prestige traits unnecessary removing the ones that facilitate captures would leave a very small pool.

On the other hand von Manstein would probably be a bit of a slog (I'd probably want AA Veteran to handle 15-strength aircraft, overstrength for key units and possibly Auxiliary Force as a prestige dump to even the numbers, so that'd mean even more negtive traits -- I'd end up picking up over half of the traits). I haven't tried it so I'm not sure what it'd be like, though.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Scenario VI -- Dijon

Image

Initial Prestige: 8513
Final Prestige: 13758


Core
  • Infantry
    • Pioniere w/ Opel Blitz
    • Pioniere w/ Opel Blitz
    • Brückenpioniere w/ Opel Blitz [NEW]
  • Tanks
    • Panzer 38(t)A
    • Panzer 38(t)A
    • Panzer IIC
    • Panzer IIC
    • Panzer IIC
    • Panzer IIC [NEW]
  • Recon
    • SdKfz 222
    • SdKfz 222
    • SdKfz 222 [NEW]
  • Artillery
    • 15 cm sFH w/ SdKfz II
    • 15 cm sFH w/ SdKfz II
    • 10.5 cm leFH w/ SdKfz II
    • 10.5 cm leFH w/ SdKfz II
    • StuG IIIB
  • Anti-Aircraft
    • 2 cm FlaK 38
  • Fighters
    • Bf 109E
    • Bf 109E
    • Bf 109E
  • Tactical Bombers
    • Fi 156 Storch
    • Bf 110C [NEW]
  • Strategic Bombers
    • He 111H2
    • He 111H2
    • He 111H2
    • He 111H2 [NEW]
Dijou is the first scenario I haven't played before so recon will be even more important; I've read the other AARs though so I have a fair idea of what to expect as far as the composition of the French forces is concerned. As the map is quite wide and open once you break through the Reims region and the French appear to have no supply hexes at all I expand my ground forces with an additional Panzer and a recon, hoping to use the extra boots on the ground to enact encirclements. A unit of Brückerpioniere should allow me to drive an armoured fist through the gap in the French defences so that I don't have to waste time sieging Reims. As the southern river lacks a crossing they'll also come in handy for allowing my artillery to follow the advancing Panzers as they push towards the southwestern part of the map.

Without the RAF to worry about I replace one of the Bf 109s with a Bf 110C, which is now available thanks to the latest patch. One of the AA guns is also dropped and an additional strategic bomber is brought in -- I'm really warming to these, but they are quite expensive and prone to being targeted by enemy fighters. With so few entrenched positions to clear I opt to keep my Pioniere and artillery contingents as they are. Fallschirmjäger would've been incredibly useful in securing an early pocket in the west, but unfortunately Retrograde still prevents me from using them.

The plan is simple -- my corps will smash through the French defences at Reims, securing the city and continuing past it to enact an encirclement that should see the French defences quickly collapse. It'll then loosely divide into 2 battlegroups heading southwest and southeast respectively before regrouping near Dijou in the south, after which they'll swing northeast and begin clearing the objectives on the way to Metz. The Pioniere, supported by some artillery, will swing around and assault Verdun from the south, as this looks like the easiest way to approach that location. They will then proceed towards Metz, which'll be the last of the major objectives. This is mainly because it's defended by several French forts, all of which are capable of inficting heavy losses on my units. Ideally I'll subject Metz to an artillery barrage from the southwest and then force the defenders out with the Pioniere before finally capturing the town, leaving the forts no time to return fire.

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The French defences look formidable, but there is a weak spot.

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A detached Storch confirms that there are no French forces to the southeast, and the Panzers swarm over the river. With support from artillery and the Luftwaffe the French are suppressed and Reims falls on the very first turn of operations.

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The French forces that weren't caught in the encirclement strike back, inflicting heavy losses on the Panzers. They're now out of position, however. The detached Storch is brought down by French fighters.

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With half of the French airforce tied up by the detached Storch, the Luftwaffe engage the rest.

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With most of the French forces heavily suppressed losses are minor. Time to clean up the defenders and press on south.

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The French target my strategic bombers; losses are limited but will nevertheless prove expensive to replace.

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With the French defenders captured it's time for the second part of the battleplan.

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The French leave their positions to engage my Panzers while cavalry is spotted to the south.

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The Luftwaffe has all but seized control of the skies.

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A French heavy Char is spotted to the south. Perhaps this is the lead element of a French counterattack?

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Mindful of the Char, my Panzers encircle the cavalry.

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French armour advance on my position, with a Somua punishing an overextended Panzer.

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Recons assist the artillery in suppressing the Char. It won't be able to cause any damage.

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The fighters rebase to Troyes as the French armour is encircled. In the north, the Pioniere have begun their assault on Verdun.

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The cordon is expanded to include the objectives to the south, but the Char is proving difficult to capture due to its heavy armour.

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Troyes is about to fall. In the north the Pioniere are reinforced by artillery.

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On to Dijon.

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Verdun falls but vexingly the defenders escape. Panzers and the StuG cross the river and head towards Nancy.

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Dijon is encircled.

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I eliminate the former defenders of Verdun to ensure they do not try to recapture the city, but expose my Pioniere to a withering barrage from the Maginot line.

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Besancon is captured and the south has been secured.

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Nancy is encircled.

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French Chasseurs are encircled and captured. I decide against pressing the attack on Colmar and instead send my forces north towards Metz.

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Metz is proving a tough nut to crack. Those forts are intimidating.

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More artillery arrives and preparations are made for the final assault.

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This was a fun scenario, better than Paris (although to be fair I've never tried that one with the BEF active). I suspect that it'd be difficult to capture the extra objectives while under the constraints of Race Against Time, and frankly given their proximity to the Maginot Line probably not worth it. Metz proved as difficult to capture as I'd envisioned, and I suffered heavy losses to elements of my Panzers that, along with the damage sustained by my strategic bombers, will prove quite expensive to replace, but I also made significant gains. Despite the aggressive tactics used I've only lost 4 detached core units (2 Panzers and 2 Storchs) with no full units lost, but enemy armour has been limited so far. This concludes the '39 campaign.
Last edited by SineMora on Wed May 06, 2020 7:05 pm, edited 5 times in total.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by Kerensky »

Phew that's a lot of screenshots.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by charonjr »

Nice initial thrust at Reims, I was too afraid of counterattacks to split up my units that much, but it worked.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by comradep »

Only 1 strength point lost when attacking a not fully suppressed infantry unit in Reims supported by artillery is a pretty nice result.

Due to the "chip damage", I usually let defender combat effectiveness wither on the vine before I attack urban hexes.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Kerensky wrote: Thu Apr 09, 2020 8:28 am Phew that's a lot of screenshots.
You should've seen them before I trimmed the worst excesses :wink: Perhaps I should break the posts up, though, as I'm having some problems editing them too because of the length.
charonjr wrote: Thu Apr 09, 2020 8:58 am Nice initial thrust at Reims, I was too afraid of counterattacks to split up my units that much, but it worked.
I figured there wouldn't be much of a French presence behind the Reims pocket because of the concentration of forces, the way scenarios are designed (early on at least). After some hex counting I ended up bringing the Brückernpioniere so I could have the sector encircled in 1 turn. There was a poor split Storch that was unceremoniously brought down by French fighters in the SE, so I knew that area was clear, and the south was cordoned off by a river.
comradep wrote: Thu Apr 09, 2020 12:27 pm Only 1 strength point lost when attacking a not fully suppressed infantry unit in Reims supported by artillery is a pretty nice result.

Due to the "chip damage", I usually let defender combat effectiveness wither on the vine before I attack urban hexes.
OTOH with 25% RNG results never get particularly bad either. I figured they might lose another point if the artillery scored a kill instead, and IIRC it ended up suppressing 3 of the Pioniere. There might've been a touch of my wanting to take Reims in 1 turn. As it were, the Panzers alone took around 10 damage between them, enough for an entire unit, but that was made somewhat easier to stomach by the French effectively losing their northern force to encirclement the turn after that. I'm coming around to the idea of viewing the Panzers as largely disposable encircling tools, but should probably embrace the IB if such losses become commonplace.

Along with the chip damage suffered by my strategic bombers the following turn when the entire French airforce went for them despite their being covered by fighters, the first 2 turns cost a lot of prestige. It wasn't so bad after that, fortunately, with the occassional scare like a Somua pummeling a Panzer or a fort opening fire on an overextended Pioniere (that really hurt, as they're far too expensive for such frivolous losses).

Still quite pleased with the fact that I haven't needed to reinforce during a scenario yet. Then again, with the exception of Dijou I'd played all of these scenarios before, so I'm not ready to go with Delayed Reinforcements quite yet. It was also the first scenario where I couldn't grab all the flags -- the last two eastern objectives are just so out of the way, and the northernmost has half the Maginot line covering it.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

The '39 campaign is now complete. I still haven't decided whether to try to restart with different settings or to press on with the '41 campaign, but am leaning towards the latter for now.
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Scenario VII -- Barbarossa South

Image

Initial Prestige: 11240
Final Prestige: 19669


Core
  • Infantry
    • Pioniere w/ SdKfz 251/1 [NEW]
    • Pioniere w/ SdKfz 251/1 [NEW]
  • Tanks
    • Panzer IVE [NEW]
    • Panzer 38(t)A
    • Panzer IIC
    • Panzer IIC
    • Panzer IIC
    • Panzer IIC
    • Panzer IIC [NEW]
  • Recon
    • SdKfz 232 8Rad [NEW]
    • SdKfz 232 8Rad [NEW]
  • Artillery
    • 15 cm sFH w/ SdKfz II
    • 15 cm sFH w/ SdKfz II
    • 10.5 cm leFH w/ SdKfz II
    • 10.5 cm leFH w/ SdKfz II
    • StuG IIIB
    • StuG IIIB [NEW]
    • StuG IIIB [NEW]
    • StuG IIIB [NEW]
  • Fighters
    • Bf 109F [NEW]
    • Bf 109F [NEW]
    • Bf 109F [NEW]
  • Tactical Bombers
    • Fi 156 Storch
    • Bf 110D [NEW]
  • Strategic Bombers
    • Ju 88A [NEW]
    • Ju 88A [NEW]
    • Ju 88A [NEW]
    • Do 17Z [NEW]
    • Do 17Z [NEW]
We are now in the early summer of '41 and Operation Barbarossa is about to commence. My general has been assigned to Heeresgruppe Süd and will command the vanguard that is set to overrun Soviet-occupied eastern Poland and Ukraine. As roughly a year has passed since my corps last saw action at Dijou, a large number of upgrades have become available, so half my core is strengthened. The Pioniere finally receive their halftracks, but while I still want to test Fallschirmjäger with the Blitzkrieg approach, this scenario has no Ju 52s available and so they'll have to wait. One of the 38(t)As is upgraded to a Panzer IVE; this tank excels at fighting soft targets and will reinforce the Romanian auxiliaries in the south. Another IIC brings my core to 7 tanks, but I feel this approach to playing requires a large core -- capturing alone can require up to 6 detached units, and your advance can quickly stall if you lack the numbers to clear out enemies after encircling them.

One recon is removed to allow the remaining 2 to be upgraded to all-terrain vehichles; with acceptable stats, Rapid Fire and an incredible mobility this is one of my favourite units in the game, although at 3 core slots it's resource intense for my present force. The StuG IIIB impressed me in France and now that it's no longer merely a prototype I've included an additional 3 units, bringing my core up to 8 artillery in total. The StuG is significantly cheaper than the top German tanks while having similar ground defence, is capable of suppressing and removing entrenchment, and has such a low attack power that it's unlikely to cause kills against soft targets and will never do so against hard ones, making it a solid frontliner.

The fighters are upgraded to Bf 109Fs and the tactical bomber to a Bf 110D. 3 of the strategic bombers are upgraded to the powerful Ju 88A, while one is downgraded to Do 17Z to make room for an additional aircraft of the same type. Together with the strong artillery contingent there should be more than enough suppression to allow my Panzers to take the fight to the Soviet armour, including the fearsome T-34. Normally at this point I'd have a smaller and more resource-intense core, but the Blitzkrieg approach -- or Panzer Swarm as it was christened on the Steam boards -- benefits from larger numbers and cheaper units.

My main force will deploy in the northwest and push straight east, encircling and capturing any elements of the Red Army it encounters en route. Deep Recon reveals that there is an understrength Soviet fighter at the Lwow airfield, and with the briefing mentioning the importance of the 3 airfields in the northwest I suspect that the entire Soviet air force is nearby but not combat ready. The Luftwaffe will engage the aircraft(s) at Lwow and my forces will capture the other 2 airfields, forcing any Soviet aircraft there to rebase to Lwow. Another turn or 2 should see the entire force destroyed, securing the skies fr my strategic bombers.
The StuGs will be used to cover the advance when possible, because of their superior armour. The 38(t)A will be held in reserve so as to have a tank capable of capturing heavy Soviet armour should I encounter any.

A small force will assist the Romanian auxiliaries in the south in securing the area south of Zhitomir, and if opportunity presents itself they'll seek to link up with the main force to encircle the final objectives. The Soviets do not have any supply hexes so they should be vulnerable to this strategy. Time to get Operation Barbarossa underway.

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The south looks quiet, but the Romanian auxiliaries aren't particularly good; I can't rely on them if the fighting turns fierce.

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A single Storch can cover incredible areas when detached and offers fantastic utility for only 1 core slot. There is a strong concentration of armour to the east, and my suspicions regarding the Soviet air force are confirmed.

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The Luftwaffe strikes a decisive blow against the Soviet air force. Next turn the remaining aircraft will have to rebase, and the Luftwaffe should be able to destroy them before they can complete repairs.

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The Panzers begin their advance, encircling the Soviet infantry.

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In the south, more Soviet infantry is encircled and captured.

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Soviet cavalry and an armoured car recklessly charge in, but are able to inflcit some damage.

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Save for a single plane, the Soviet air force is no more.

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More Soviet armour engage my forces, but there is little in the way of coordination.

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Soviet cavalry is ambushed by a detached IVE, suffering worrying casualties. Cavalry is valuable, but as frail as regular infantry.

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The Storch finds a large concentration of Soviet armour around Zhitomir, including a T-34.

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In the south the Soviet forces remain strangely passive, making it easy to encircle them.

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The last of the initial concentration of Soviet armour is encircled as my Panzers advance past Lwow.

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Despite my Master of Blitzkrieg trait the Soviet armour can match the speed of my Panzers, which makes it hard to preemptively encircle them. It might be advantageous to delay the advance to deprive the enemy of visual contact, but I'm interested in seeing how my Panzers and StuGs will hold up against such enemies. Future battles are likely to be more demanding and I need to determine whether they are capable of holding the line. As an added insurance, the Romanian auxiliary armour "volunteer" to spearhead the advance.

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The cordon in the south is tightened.

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More Soviet armour is encircled and captured. A few detached units have suffered heavy damage.

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The T-34 the Storch spotted earlier approaches at the head of an armoured column, but fortunately it fails to reach my lines.

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With the south secured the combined force prepares to move north.

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Disaster strikes as an AT I'd overlooked pummels a detached StuG, forcing it to retreat -- straight into the path of the latest Soviet armoured reinforcements. With the burning wrecks of the StuGs before them, my men rally to push back against the last major concentration of Soviet armour. It's been a hard battle, but the end is in sight.

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The gun of the 38(t)A proves a match even for the heavy armour of the T-34.

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The Romanians fall, but the Soviet armour has largely been defeated.

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Soviet forces move out of Vinnitsa to drive off the Romanian cavalry, killing one detached unit. The bulk of the southern contingent advances north, taking care to remain undetected.

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Aerial recon reveals the presence of another T-34 near Zhitomir. I begin to plan the encirclement of the final objectives.

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Romanian armour inches towards Zhitomir to entice the T-34 to make a move. The bunker to the northwest proves impervious to the guns of my tanks, so Pionieres are dispatched to take it out.

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Seemingly to spite me, the T-34 goes after a vulnerable IIC, but with this the stage is set for the final encirclement.

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The cordon is established and the remaining Soviet forces are subjected to a withering artillery barrage.

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The Pioniere destroy the bunker and capture the last flag.

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Victory is achieved after what felt like a very quick scenario -- if not for the bunker I wouldve finished in just 10 turns. It might've been better to delay the advance of the main force to deny the Soviets vision, thus enabling me to execute a preemptive strike, but with my losses limited to just over 800 prestige I feel vindicated in giving the Panzers a trial by fire; the practical experience will no doubt prove useful later during Operation Barbarossa. At any rate the men can take pride in having faced and triumphed over the fearsome T-34. The StuGs proved quite successful, but in hindsight I should probably have dropped one of the Pionieres, as the Soviet units weren't heavily entrenched and lacked supply hexes, meaning I could easily encircle every town.
Mildly pretentious Swede. Goes by Path on most platforms, including Steam.
http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)
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