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

Post by SineMora »

comradep wrote: Sun Apr 19, 2020 6:44 am Hmm, the AI is very passive in Kharkov '42.

Soviet armour, even with 6 unsuppressed steps, should've been able to knock out the recon units south-west of Balakliya easily.

That's one issue with playing like this: it very painfully exposes the rather limited AI programming.
Yes, not losing any detached units was unexpected -- and not entirely positive. I loaded up the scenario in the editor afterwards and had a look at it, and apart from the units that are simply set to hold position or guard hexes -- and there are quite a few of these, too -- the main force isn't really meant to advance at all early on. This means a preemptive strike on them will effectively cripple most of the Soviet armour before the scripts even start to kick in. I'm not terribly impressed with the liberal use of the Guard Hex command either, because it's so easy to just encircle them instead.

The passive behaviour of the AI is what I dislike most with the current state of the game, and given the response when I first broached the issue after my encirclement in the Dunkirk scenario I'm sadly not too hopeful that much will happen on that front. It might be that to get some kind of challenge you'll have to refrain from flanking the AI at all and give it a fighting chance by engaging it slowly from the front.
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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 »

15k prestige in Moscow, yikes, I managed just a bit above 9k unless I forgot to add some in scenario replacements I did, but still even 5k is very much.

Acutally I have no idea where I lost those. I have an idea about 2-3k, but 5k... ;)
comradep
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by comradep »

SineMora has a sixth sense for the subtle difference between split units inflicting 2 or more kills, or 1 kill.

It might be easier to do with Soviet equipment, or with units without Rapid Fire, as soft targets were too frail to capture largely intact for even my split units.

It's certainly impressive.
SineMora
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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 19, 2020 2:13 pm 15k prestige in Moscow, yikes, I managed just a bit above 9k unless I forgot to add some in scenario replacements I did, but still even 5k is very much.

Acutally I have no idea where I lost those. I have an idea about 2-3k, but 5k... ;)
I'm not sure, but reading your AAR it seems you sacrifice a lot of prestige by killing valuable targets, e.g. AA guns. Generally speaking I only destroy support units if they're in a very awkward position or I'm conducting a time-critical operation and have to clear the way, as artillery and AA guns do next to no damage and are very valuable, and AT guns are relatively cost effective to capture too as long as you keep them away from your T-34s.

I don't use ATs either, with the caveat that I keep an 8.8 or two around in the event that I screw up and need to salvage a front or protect an exposed valuable asset like a T-34. The rest of the time my forces will just have to soak the damage, even if that means a few detached units are destroyed, because my units are a lot cheaper than the Soviets' and so negating damage to my units by causing more to theirs results in a net loss of prestige down the line. Artillery support is good though, as tanks will only be supressed.

As evidenced by my struggles at Rostov, however, there are some drawbacks to my approach, especially if there's a supply hex nearby that makes capturing the units difficult. You generally clear maps faster than I do, and I struggle with Strongpoints and other fortifications.
comradep wrote: Sun Apr 19, 2020 4:34 pm SineMora has a sixth sense for the subtle difference between split units inflicting 2 or more kills, or 1 kill.

It might be easier to do with Soviet equipment, or with units without Rapid Fire, as soft targets were too frail to capture largely intact for even my split units.

It's certainly impressive.
There isn't really much subtlety involved, much as I wish it were otherwise. It dawned on me early on in the campaign that the cost-benefit ratio of simply embracing the pain -- or rather, making my troops embrace the pain -- not only allowed me to advance faster but also provided me with plenty of units that could capture even AA guns and artillery while causing minimal damage. A few turns of combat usually sees me with at least half a dozen units at 2-3 strength, and at that point even a T-34 will struggle to cause serious damage to an AA gun, especially as RNG is only set to 25%. Full-strength detached units are too strong for that, unless you find some way to debuff them, like parking them in a river or something. Having a large roster helps me too, as I can afford to keep a wide spectrum of units to rotate depending on what is needed, whether the target is an AA gun or a KV-2.
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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 »

Yeah, the AA guns and my overall rush (and the Soviet tanks attacking 88 protected units) are the 2-3k I am refering to, but maybe it was more than that ;)

Well, since discouraging tank attacks via AT guns does not seem to work I will try to refrain from switching my AA into AT mode unless using them offensively, IIRC my other AAs caused some damage this way as well.
SineMora
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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 19, 2020 7:59 pm Yeah, the AA guns and my overall rush (and the Soviet tanks attacking 88 protected units) are the 2-3k I am refering to, but maybe it was more than that ;)

Well, since discouraging tank attacks via AT guns does not seem to work I will try to refrain from switching my AA into AT mode unless using them offensively, IIRC my other AAs caused some damage this way as well.
Seeing as it's hard to predict whether a unit will be conservative or inclined to go on a full kamikaze run it doesn't seem worth it to use ATs in an attempt to dissuade the AI from attacking. At some point I'll look into the editor to see if I can figure out exactly how the different AI settings work, because some units behave so erratically that I can't explain it, e.g., the T-34 north of Moscow that attacked you recaptured the town in my game, but opted not to attack my Flammpanzer even though it was sitting right next to it and couldn't possibly have suffered any damage in return.
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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 XII -- Sevastopol

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Initial Prestige: 55057
Final Prestige: 63772


Core
  • Infantry
    • Pioniere w/ SdKfz 250/1 [NEW]
    • Pioniere w/ SdKfz 250/1 [NEW]
    • Fallschirmjäger [NEW]
    • Fallschirmjäger [NEW]
  • Tanks
    • T-34/40
    • T-50
    • T-50
    • T-50
    • T-60
    • T-60
    • T-60 [NEW]
    • Panzer IIC
  • Recon
    • SdKfz 232 8Rad
    • SdKfz 232 8Rad
  • Artillery
    • Schwerer Gustav [NEW]
    • 17 cm K 18 w/ SdKfz 7 [NEW]
    • 15 cm sFH w/ SdKfz 7
    • 15 cm sFH w/ SdKfz 7
    • 10.5 cm leFH w/ SdKfz 11
    • 10.5 cm leFH w/ SdKfz 11
    • StuG IIIB
    • StuG IIIB
    • StuG IIIB
  • Anti-Aircraft
    • 8.8 cm FlaK 36 w/ SdKfz 7
    • SU-6
  • Fighters
    • Bf 109F
    • Bf 109F
    • Bf 109F
    • Bf 109F
  • Tactical Bombers
    • Fi 156 Storch
    • Ju 87D [NEW]
  • Strategic Bombers
    • Do 217E
    • Do 217E
    • Do 17Z [NEW]
    • Ju 88A [NEW]
Preparations are underway for Fall Blau, but before the operation can commence Armegruppe Süd must take control of the Soviet naval base at Sevastopol, strategically situated on the Crimean peninsula. The Red Army is using it as their base of operations to launch amphibious assaults on the Axis supply lines, and as previous attempts to capture the city have failed the task has fallen on me. It won't be easy; the city is defended by an extensive line of fortifications and a series of forts, including the two massive fortresses Maxim Gorky, coastal batteries named after the Russian writer. To help me breach the Soviet lines I have been assigned the Schwerer Gustav, a railway gun sporting an 80-cm cannon. The heaviest mobile artillery ever built, Gustav will hopefully provide the firepower necessary to bring down the Soviet fortresses. A number of Goliath remote tanks to help clear the minefields have also been made available.

The Pioniere have been equipped with half-tracks once more, and two units of Fallschirmjäger will help me cut off enemy supplies. I'm gradually beginning to phase out the T-50s, as the Soviets don't field many of them and so they're becoming difficult to replace. The T-60 is a solid upgrade to the IIC, although it performs equally poorly against armoured targets. The artillery has been strengthened by the Schwerer Gustav, which is the only real option of dealing with the Maxim Gorky fortresses given the constraints imposed by Guderian, and a 17 cm K 18, which'll allow me to preemptively suppress Soviet artillery. I've upgraded a Bf 110 to a Ju 87D to provide me with a more powerful rooting option -- I'll get back to the tactic of rooting later -- as the terrain will limit my ability to maneuver, and with no airfields that can accomodate them between my area of deployment and Sevastopol itself, I've scaled back the strategic bomber fleet.

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As the Soviets only control two supply hexes -- one in Sevastopol and one just west of the Chernaya estuary -- it should be possible to encircle the defenders east of the river. The northeastern force will push through the Soviet fortifications and advance west to allow Gustav to destroy the Maxim Gorky, aiming to link up with my forces to the north. The southern force will attempt to skirt the line of Strongpoints and cross the Chernaya to the south. If this proves impossible they'll await reinforcements from the north and then push through the line instead. Before crossing the Chernaya and advancing on Sevastopol itself the main force will have to secure the airfield and harbour north of the estuary; once the fighters rebase there the strategic bombers will be able to operate south of the estuary, as they would otherwise have to do so without escorts.

The artillery will take positions on the hills near the estuary to provide fire support as the main force advances on Inkerman. An amphibious operation will be launched from the harbour north of the estuary to capture the supply hex west of the river, while the southern force will attempt a breakthrough south of Sapun Gora. The goal is to cut off and capture all Soviet forces east of Sevastopol. If it proves difficult for the forces to link up, the Fallschirmjäger will be deployed too. Once the Soviet line has been breached the Panzers will sweep aside any remaining forces to the west and establish a cordon around Sevastopol. The defenders will be heavily entrenched, but Naval Infantry is little better than Conscripts, and with some support from the StuGs the Pioniere should have little difficulty storming the city.

The naval assets will mainly serve as a distraction; it'd be good if the submarine could sink one of the light cruisers, but as I'm not sure what kind of naval presence the Soviets have that might not be possible. I'm not expecting much from the Goliaths either, but the Romanian auxiliaries will at least provide some extra boots on the grounds.

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As the Gustav must be deployed in the northeast, this is where I will initially aim to breach the Soviet lines. There are a lot of fortifications, but other than the fort to the south and the Maxim Gorky to the west they pose little threat. Like in the Battle of Moscow, I intend to simply bypass most of the Strongpoints.

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There is a gap in the Soviet lines to the south, which should hopefully allow my forces to cross the Chernaya and make it possible to encircle the Soviet forces east of the river. If this isn't possible they'll await reinforcements from the north and then push through Mekensia.

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Gustav opens fire on the southern fort.

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The Goliath has limited practical value, as while it can inflict heavy damage on fortifications, it's too expensive for what is a single-use weapon.

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The Maxim Gorky is a force to be reckoned with.

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There's nothing but Soviet armour among the hills, so the Fallschirmjäger should be able to defend themselves there.

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The Soviet air force suffers heavy losses.

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This is what I referred to as rooting earlier; because the Ju 37D bombed the unengaged T-26, it's likely the AI will choose to repair it next turn rather than have it engage my forces, effectively "rooting" it in place.

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And it worked. The T-26 is back to full strength, suppessed and ready to be captured.

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The Soviet lines are breached.

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To the south, the Panzers cross the Chernaya as the T-34/41 remains strangely passive.

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Gustav opens fire on the Maxim Gorky.

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The Romanian auxiliaries spread out along the Soviet perimeter.

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The Fallschirmjäger deploy, capturing Gatani and trapping the first line of Soviet defenders.

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The BT-7 remains strangely passive.

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The southern forces begin to push west.

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The Maxim Gorky is destroyed.

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Artillery takes up positions east of Inkerman as Mekensia falls.

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StuGs cross the Chernaya to prepare for the assault on Sapun Gora.

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The Soviet coastal batteries devastate the auxiliary Kriegsmarine, but the submarine successfully sinks a light cruiser.

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Fallschirmjäger capture the northern port, cutting off supplies to the Soviet forces on the peninsula.

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As the remaining Soviet light cruiser is docked it can be repaired, which allows the submarine to lock it down. This means the ship won't turn its batteries on my landing craft as they launch an amphibious attack on the southern bank.

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The landing crafts launch unopposed as the AI opts to repair the light cruiser.

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Due to the minefield south of Sapun Gora I am forced to deploy Fallschirmjäger to complete the encirclement, but the operation is nevertheless a success.

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Soviet forces retaliate, destroying a detached Panzer IIC, but it's too little too late.

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The last Soviet aircraft is destroyed.

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Fallschirmjäger deploy in the woods northeast of Sapun Gora to open a path for the Panzers.

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Panzers exploit the path opened by the Fallschirmjäger.

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Gustav sinks the remaining light cruiser.

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Another AA gun is captured as my forces close in on Sevastopol.

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The strategic bombers rebase to Sevastopol.

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The last fort near Sevastopol is destroyed as the Pioniere prepare to storm the city.

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The remaining Soviet forces outside Sevastopol are encircled.

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StuGs and artillery move into position to suppress the defenders.

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With the supply hex captured the Naval Infantry are now suffering suppression.

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Fallschirmjäger deploy to prevent the Soviet forces from retreating towards the cape.

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The remaining Soviet forces are captured.

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Once again I found myself cutting it close, probably because of my reluctance to kill units -- I refrained from using the Gustavs to pound through the center as I wanted to capture the enemies, but while it results in large amounts of prestige it also takes a lot of time. There was a point halfway through the scenario when I considered changing my approach, but with six turns to go it was clear I could rush the objectives if I had to, so I could afford the time to capture most of the Soviet forces.

The scenario felt more interesting than Kharkov '42, which was rather bland, but the amount of passive units bothers me; I don't want to have to give up using Fallschirmjäger because large parts of the AI forces are set to Guard Hex and won't budge. The amount of turns allotted seemed to have been tweaked more carefully here, as 17 is an odd number (presumably 22 without Guderian). Before the endgame scenarios turn limits tend to be either 15 (for short scenarios) or 25 (for long ones).
Last edited by SineMora on Wed Apr 22, 2020 10:40 am, edited 6 times in total.
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http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)
impar
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by impar »

SineMora wrote: Thu Apr 16, 2020 4:29 am
Image
How can you get to this strategic map?
And by that I mean, the whole map in a single screen.
SineMora
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

impar wrote: Mon Apr 20, 2020 7:13 pm How can you get to this strategic map?
And by that I mean, the whole map in a single screen.
Zoom out until the game switches to the strategic map, and then keep zooming out until you have the entire map in view. You can also use "F" to hide the GUI if it's in the way.
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http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)
impar
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by impar »

SineMora wrote: Mon Apr 20, 2020 7:29 pm
impar wrote: Mon Apr 20, 2020 7:13 pm How can you get to this strategic map?
And by that I mean, the whole map in a single screen.
Zoom out until the game switches to the strategic map, and then keep zooming out until you have the entire map in view.
Can not get to that level of zoom.
In Defender of the Reich scenario this how far I can get:
Image
SineMora
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

That's one big map. I tested it and it works for me, although it's nigh impossible to pick out any details.

Image

Perhaps it's limited by resolution. I normally play at 1920x1200.

Edit: I might have found your problem. Go to Display/UI in Options and look for "Unrestricted Zoom" and make sure it's ticked.
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)
charonjr
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by charonjr »

There is an option for "unlimited zoom" IIRC, this has to be active.

Dang, too late ;)
impar
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by impar »

Thanks! :D
SineMora
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

charonjr wrote: Mon Apr 20, 2020 8:27 pm There is an option for "unlimited zoom" IIRC, this has to be active.

Dang, too late ;)
Perimeter Control has made me a master of slipping in between the cracks :wink:

With Crimea secure, Heeresgruppe Süd is now poised to commence Operation Blue and advance towards the Caucasus.
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SineMora
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Re: A Certain Panzer General's Adventures -- Generalissimus (No Liberator / Trophies of War / Heroes)

Post by SineMora »

Scenario XIII -- Operation Blue

Image

Initial Prestige: 61196
Final Prestige: 74061


Core
  • Infantry
    • Pioniere w/ SdKfz 250/1
    • Fallschirmjäger [NEW]
    • Fallschirmjäger
    • Fallschirmjäger
  • Tanks
    • T-34/40
    • T-50
    • T-50
    • T-60 [NEW]
    • T-60
    • T-60
    • T-60
    • Panzer IIC
  • Recon
    • SdKfz 232 8Rad
    • SdKfz 232 8Rad
    • SdKfz 232 8Rad [NEW]
  • Artillery
    • 15 cm sFH w/ SdKfz 7
    • 15 cm sFH w/ SdKfz 7
    • 15 cm sFH w/ SdKfz 7 [NEW]
    • 10.5 cm leFH w/ SdKfz 11
    • 10.5 cm leFH w/ SdKfz 11
    • sIG 33 II (sf) [NEW]
    • sIG 33 II (sf) [NEW]
    • StuG IIIB [NEW]
    • StuG IIIB
    • StuG IIIB
    • StuG IIIB
  • Anti-Aircraft
    • 8.8 cm FlaK 36 w/ SdKfz 7
    • SU-6
  • Fighters
    • Bf 109F
    • Bf 109F
    • Bf 109F
    • Bf 109F
  • Tactical Bombers
    • Fi 156 Storch
    • Fi 156 Storch [NEW]
    • Bf 110F
    • Bf 110F [NEW]
  • Strategic Bombers
    • Do 217E
    • Do 217E
    • Do 217E [NEW]
    • Do 217E [NEW]
    • Do 217E [NEW]
While my forces stormed Sevastopol and secured the Crimean peninsula, the rest of Heeresgruppe Süd has been perparing for Fall Blau, a major offensive operation that takes aim at the Caucasus and the valuable oil fields of Baku. Not only would this deal a heavy blow to the Soviet Union, but it would go a long way of alleviating the chronic fuel shortages of the Wehrmacht. With the bulk of the Soviet forces in the south destroyed at Kharkov, little opposition is expected as my forces advance east to secure Voronezh and Rostov, but the enemy may yet surprise me. The ultimate goal is to open the path to the Caucasus by capturing the town of Kalach.

With few fortified positions to assault and a lot of ground to cover, only one unit of Pioniere will be fielded, with the other making room for an additional unit of Fallschirmjäger. One battalion has exchanged its T-50s for T-60s as stock of the former is dwindling, and another all-terrain recon has been rotated in from the reserve. As the Soviets are not massing artillery the 17 cm has been deemed surplus to requirements along with the Gustav, as I do not foresee a need for the heavy siege artillery. Two sIG 33 II self-propelled artillery units have been requisitioned instead; their mobility should prove useful. With an additional 15 cm and StuG, the active core now contains as many as 11 artillery units, but I expect this will change once the second generation of self-propelled artillery becomes available. The Luftwaffe has been strengthened with an additional Storch, a Bf 110D and no fewer than three Do 217E. Combined with the artillery I should not want for options for suppression.

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The cities of Rostov and Voronezh are the main objectives for the initial offensive. Rostov will be encircled by deploying Fallschirmjäger south of the Don, while the Luftwaffe will provide support -- due to the lack of suitable air fields, the strategic bombers cannot reach Voronezh and so I will attempt to starve the city out. Kalach in the east offers the only crossing over the Don between Rostov in the south and Boguchar in the north, and the river is otherwise impassable. As the Soviets have no supply hexes, I intend to send a small strike force around the southern bank of the Don to capture Kalach and cut off supplies to the Soviet forces from the east.

With four Storchs to give me eyes in the sky -- both of them will split to cover twice as much ground -- I should be able to locate any possible Soviet counterattacks long before they can reach my lines; I'm expecting some form of concentration of Soviet forces on the plains east of Voronezh or Millorovo. Once Rostov falls I'll probably reroute some of my forces north, as I don't intend to push further east until I've secured the crossing at Kalach, and Voronezh could prove difficult to capture.

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The two battlegroups in the south will secure Rostov and Voroshilovgrad respectively. Fallschrimjäger will have to be deployed south of the Don to encircle Rostov, but with the bulk of the Luftwaffe to provide support I don't expect many difficulties here. It's imperative that Rostov falls quickly, as it'll take time to send a flanking force around the southern bank of the Don to Kalach, after which I'll still need to clear any Soviet forces to the east.

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Time is less critical in the north, but with limited support from the Luftwaffe capturing Voronezh could prove difficult. My Panzers will attempt to cross the Don south of the city, provided the Soviets do not have significant forces there.

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The Bf 110F attempts to root the KV-1/42.

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The Fallschrimjäger deploy south of the Don and Rostov is encircled.

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The airfield at Voronezh is undefended. Capturing that would allow me to rebase the strategic bombers.

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The first turn turns out to be something of a fiasco as I belatedly realised that the AI likely wouldn't have enough prestige to repair all of its units on the first turn, and naturally the Shturmovik was repaired, with the KV-1 dealing heavy damage to a recon. With two Panzers also suffering heavy damage that's one turn best forgotten.

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Phased movement is useful when capturing units in cities, as it allows units to safely retreat from the urban hexes afterwards.

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Fallschirmjäger deploy to cut supplies to Voroshilovgrad. I haven't captured the air field as I intend to force the Shturmovik to rebase here next turn, making it easy prey for the Luftwaffe.

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After the initial debacle the following turn proved more fruitful, with Soviet forces failing to cause any damage.

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The Shturmovik is brought down. All according to keikaku.

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There's not much of a Soviet presence near Millerovo. My plan to encircle the plains might be overly cautious.

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With no heavy armour in the south it falls to the SU-6 to handle the KV-1.

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Rostov falls.

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Soviets reserves are spotted east of Voronezh as my Panzers cross the Don, taking care to remain undetected.

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Voronezh is encircled and the air field captured, allowing strategic bombers to be rebased there.

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More Soviet forces are spotted in the east. As I suspect they are set to move once Voronezh falls, I delay the capture of the city to prepare my lines. The Fallschirmjäger stand by to deploy behind enemy lines.

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The Soviet reserves begin to move towards Voronezh following the fall of the city, but their behaviour is utterly bizarre -- they attempt to move past my forces as were they negotiating an obstacle course without even attempting to engage in combat. I hope the developers at least consider giving the AI secondary instructions in the future, so it actually attempts to engage enemies en route to its destination. In the end I ended up wasting time preparing a trap that wasn't needed.

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My strike force cuts off Kalach and captures the air field, forcing the remaining Soviet bomber to rebase.

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The eastern plains are cut off, but there are few Soviet forces remaining.

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The Soviet reserve has been largely suppressed. The T-34 on the edge of the map couldn't be suppressed, but like the other units it doesn't appear to be even remotely interested in attacking anything.

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THe last Soviet bomber is shot down.

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Fallschirmjäger deploy west of Kalach to trap the T-34.

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The remaining Soviets reserves are captured.

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A sneaky unit of Guardsmen almost evaded capture, but a last minute mobilisation of artillery is enough to erode their entrenchment.

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Well, that was anticlimatic. I wish I could claim otherwise, but if that looked rather bland and pedestrian, it's because it was. The scenario is large, but most of it is just empty land, and the one strong concentration of Soviet forces operates on a script that breaks if you don't obediently wait for them at Voronezh. I ended up spending less than 600 prestige on repairs -- I haven't spent that little since Kiev -- and other than the debacle of the first turn not much of anything happened, unfortunately. I'm hoping the Battle of Stalingrad will prove a more interesting -- and challenging -- endeavour.
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)
ragingrondo
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Thu Mar 30, 2017 8:10 am

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

Post by ragingrondo »

I'm really looking forward to how you will handle Kursk, Korsun and especially Bagration.
SineMora
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 641
Joined: Thu Apr 02, 2020 4:20 pm
Location: Sweden

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

Post by SineMora »

ragingrondo wrote: Wed Apr 22, 2020 10:16 pm I'm really looking forward to how you will handle Kursk, Korsun and especially Bagration.
Welcome to the thread! I still get horrible flashbacks from the PzC Grand Campaign of endless numbers of Soviet armour and bombers after '43, but I'll get there in time -- I'll stick to the historical Eastern Front for this campaign.
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
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 641
Joined: Thu Apr 02, 2020 4:20 pm
Location: Sweden

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

Post by SineMora »

Scenario XIV -- Stalingrad

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Initial Prestige: 72594
Final Prestige: 84972


Core
  • Infantry
    • Pioniere w/ SdKfz 250/1
    • Pioniere w/ SdKfz 250/1 [NEW]
    • Pioniere w/ SdKfz 250/1 [NEW]
    • Fallschirmjäger
    • Fallschirmjäger
  • Tanks
    • M3 Lee [NEW]
    • T-50
    • T-60
    • T-60
    • Panzer IVF [NEW]
    • Panzer IVF [NEW]
    • Panzer IVF [NEW]
  • Recon
    • SdKfz 232 8Rad
    • SdKfz 232 8Rad
  • Artillery
    • Schwerer Gustav [NEW]
    • 17 cm K 18 w/ SdKfz 7 [NEW]
    • 17 cm K 18 w/ SdKfz 7 [NEW]
    • 15 cm sFH w/ SdKfz 7
    • 10.5 cm leFH w/ SdKfz 11
    • 10.5 cm leFH w/ SdKfz 11
    • 15 cm Nebelwerfer 41 w/ SdKfz 11 [NEW]
    • 15 cm Nebelwerfer 41 w/ SdKfz 11 [NEW]
    • StuG IIIB
    • StuG IIIB
    • StuG IIIB
  • Anti-Aircraft
    • 8.8 cm FlaK 36 w/ SdKfz 7 [NEW]
    • 8.8 cm FlaK 36 w/ SdKfz 7
    • SU-6
  • Fighters
    • Bf 109F
    • Bf 109F
    • Bf 109F
    • Bf 109F
  • Tactical Bombers
    • Fi 156 Storch
    • Bf 110F
  • Strategic Bombers
    • Do 217E
    • Do 217E
    • Do 217E
    • Do 217E
While the main objective of Operation Blue remains the oil fields of Baku, my forces have been assigned to the 6th Army in preparation for the assault on Stalingrad. Situated on the west bank of the Volga, Stalingrad is an important strategic location and home to one of the largest industrial complexes in the Soviet Union, the Red October. Capturing the city would deal a heavy blow to the Soviet industrial base, as well as cut off the Persian Corridor through which the Allies provide the Soviet Union with Lend-Lease supplies.

Once again I've tinkered heavily with the core. Looking at the map it was clear that unlike in the Battle of Moscow there would be no easy way to encircle defenders due to the amount of supply hexes, and with no overstrengthen or heroes to facilitate a breakthrougth the 3 battalions of Pioniere will have to do most of the heavy lifting. Fallschirmjäger will provide a mobile reserve, but considering the number of Soviet infantry it might prove difficult to deploy them safely.

As the Panzers will primarily be protecting the flanks and engage targets of opportunity rather than swiftly advancing to entrap enemies, I've refitted the battalions with more expensive models that offer a good balance of ground defence and soft attack. 3 Panzer IVFs and a Lee will provide resilient flank protection, while the T-60s are fast enough to exploit any weakness in the enemy lines. Finally, the T-50 is the only tank capable of easily damaging heavy Soviet armour, and as I expect at least some to be present I don't want to be forced to rely on converted AAs. That is a lot of armour for what is expected to be an urban battle, but they're good value at 2 core slots each (with Panzer General).

One SdKfz 232 has been dropped to help make room for the Schwerer Gustav. There will no doubt be many fortified Strongpoints in the city, and while Gustav is expensive it offers me a way to deal with these at long range. 2 batteries of 17 cm K 18 heavy artillery will provide further long-range fire and crucial counterbattery support to help suppress Soviet artillery. 2 Nebelwerfer 41s have been requisitioned to provide close-range fire support for the Pioniere, as their poor range is offset by their firepower, and with 2 17 cm to suppress Soviet artillery they shouldn't be too exposed. The StuGs remain cost-effective workhorses as always, offering suppression against soft targets while being highly resilient to infantry attacks, with the notable -- and painful -- exception of the Soviet Guard.

The 8.8 in reserve has been rotated in to help defend against the initial onslaught of the Soviet air force, as my fighters won't be able to protect the northern flank. I wish I could deploy more SU-6s, but unfortunately this unit is as rare as it is powerful. The bomber fleet has been reduced, mainly owing to a need to conserve slots and the lack of airfields large enough to accomodate the Do 217Es; as it is, they won't be able to operate at all in the southern part of the city. As the Soviets will no doubt be bringing in reinforcements from across the Volga I considered switching a few models to ones better equipped to target landing craft, but the operational limits and the uncertainty of whether I'd actually have the luxury of being able to target them made me decide against it.

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Stalingrad is a large scenario, with objectives spread in every part of the city. To make matters worse, most of these are supply hexes, which makes them significantly harder to capture. The German deployment area runs along the western perimeter of the city, but I opted to concentrate my forces in the center, with a smaller force in the north to secure the flank. As my forces rely on combined arms rather than heroes, spreading them too thinly would mean I could find myself unable to advance at all. While I'm confident that this'll allow me to break through the Soviet positions, it does mean that time could become a problem down the line. Having noticed my tendency to draw conflicts out to secure more captures I've decided to change the Rules of Engagement, so most infantry -- Conscripts, Regulars and SMG Infantry -- will be killed unless they can be easily captured; the prestige values are too low and I need to find a way to advance faster.

My forces will advance southeast towards the waterfront, aiming to secure the Mamayev Kurgan, a large hill overlooking central Stalingrad. This is an ideal position for artillery, and the only major Soviet airfield is located just north of it, which means I need to secure it for the Do 217Es to operate further south. Initially it'll also help my fighters clear out the Soviet air force this side of the Volga. A separate battlegroup will then turn north to capture the Red October and Tractor Factory complexes, but it Soviet opposition proves too fierce they will first assist the main battlegroup in securing the optional ojectives on the bank of the Volga. The fighters will rebase to the Mamayev Kurgan to provide them with the range and accuracy bonus they need to put an end to the Soviet air force, after which they will swap positions with the Do 217Es.

Once this has been accomplished the main battlegroup will push south towards the Volga Ferry and the Central Station; the former is particularly important as it serves as a landing area for Soviet reinforcements from Krasnaya Sloboda on the other side of the Volga. If possible I want to prevent more Soviet forces landing in Stalingrad. By now the Luftwaffe should have destroyed the Soviet air force, so the AA guns and armour that have suffered heavy losses will take up positions along the Volga to prevent any further attempts to bring in more reinforcements.

For the final part of the operation, the northern battlegroup will be rerouted south, and my forces will advance towards the Southern Station and the last optional objectives. Time is likely to be a factor at this point, and if the Soviets have managed to build up significant forces in the area my forces could end up suffering heavy losses. The risk is an acceptable one, however, as this plan of approach allows the bulk of my forces to support one another for the initial advance into the city, which should help make me make good time while minimising losses. The Fallschirmjäger will be deployed if there's an opportunity to use them, but with so much Soviet infantry I'll have to be careful lest they end up surrounded and destroyed.

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The Mamayev Kurgan is heavily defended, which is to be expected considering its strategic value. It might be possible to encircle the hill, however, as there is no supply hex there. Unfortunately, The Red October complex has several, and is defended by a large concentration of Soviet forces. You can also see why I've decided to deploy so much armour despite the urban nature of the battle -- there are plenty of open spaces and avenues running through the city, and I'm hoping that my resilient Panzers will be able to prevent the Soviet infantry from flanking my Pioniere, who otherwise risk being overwhelmed; the Soviet numbers along with the accuracy bonus of Generalissimus mean that it's inevitable that the spearhead will suffer attritional damage, but I don't want to have to reinforce them constantly.

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Soviet reinforcements will be moving across the Volga from Krasnaya Sloboda. The Volga Ferry is close enough to allow them to move across in a single turn, so it's an important location to capture. As I've access to several trains for this operation, securing the Central Station will provide my northern battlegroup with a way of quickly travelling south; they'll be able to disembark here to join the southern battlegroup after embarking in the north. Unfortunately the Do 217Es won't be able to reach these locations as there are no suitable airfields close enough, which is why the bulk of the artillery, including the Gustav will head south.

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The southernmost part of the city doesn't appear to be heavily defended, but that could change by the time my forces arrive. However, if everything has gone according to plan so far there should be enough artillery to allow the Pioniere to quickly push through the remaining Soviet defences if needs be.

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A T-34 is captured in the north, so there is some heavy Soviet armour present. As the fighters cannot reach these forces, two AA guns provide protection.

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There is an impressive array of Soviet artillery behind the Mamayev Kurgan. The 17 cm batteries should prove valuable here.

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With the Soviet armour in the north defeated, the northern battlegroup begins to fall back to assist the assault on the Mamayev Kurgan.

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I suspect the T-34 has been ordered to defend the airfield, as even though it's in range of my forces it won't move. Vary that proximity might draw it out, I use the recons to surround the Soviet armour, allowing me to capture it before moving the recons out of harms way.

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A few fighters swap positions with the remaining Do 217Es in preparation for the assault on the Mamayev Kurgan.

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The northern battlegroup falls back towards the center.

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The Luftwaffe shoot down a Soviet bomber while the Panzers advance in an attempt to cut off supplies to the Mamayev Kurgan.

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The operation is successful, although a few Panzers suffer heavy damage at the hands of Soviet Guard, with one detached StuG destroyed. The Fallschirmjäger were not deployed due to the sheer number of high-quality Soviet infantry east of the Mamayev Kurgan; they would almost certainly have been destroyed.

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The Soviet air force west of the Volga has effectively been destroyed. By now it has become clear that the AI has next to no prestige in this scenario, which means that while it does have access to a large number of units, it won't replace losses it sustains. This makes the strategy of using armour to protect the flanks even better, as Soviet infantry suffer attrtional damage while vainly seeking to damage them. Units that would normally be reinforced as a matter of course are now allowed to whittle themselves to death, which suits me just fine.

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The Storch reveals that both industrial complexes are heavily defended, and another T-34 is heading towards my lines.

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The defenders of the Mamayev Kurgan have been supressed, and my forces will now storm the hill.

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The Bridgeburners suffer heavy casualties holding off several Soviet units and have to be reinforced. With the Soviet infantry in disarray, the Fallschirmjäger deploy to cut them off from the Volga.

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More Soviet infantry cross the river, but the bulk of their forces have been supressed and will be captured. The bank of the Volga should soon be secure.

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The number of highly experienced overstrenghtened Soviet infantry is a headache. A few units of Guardsmen inflicted heavy losses of my Panzers, and here is a Heavy Weapons Team approaching from the south. I initially made the painful mistake of assuming the 20 strength units were Conscripts; suffice to say my losses quickly dissuaded me of that notion.

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The Bridgeburners clear out the last of the waterfront defenders.

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The Crimson Guard are likewise reinforced to prepare for the assault on the Red October.

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Aircraft, tanks, bunkers -- the 8.8 does it all.

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The Bridgeburners wipe out another unit of Soviet infantry as the main battlegroup begins to advance south.

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One of the more painful realisations when using Retrograde is that the Soviets have access to better fighters than you do -- the La-5 is substantially stronger than the Bf 109F.

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While my Do 217Es cannot reach Krasnaya Sloboda, Soviet landing craft heading north are fair game.

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As expected, there are large concentrations of Soviet forces near the Volga Ferry and the Central Station.

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Even surrounded and suppressed, my Panzers and StuGs easily hold off Soviet infantry. The high ground defence of these units means they really only need to respect Soviet Guard.

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In the north, the assault on the Red October begins. The Crimson Guard have been reinforced by a second battalion of Pioniere to make their job easier.

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The bulk of my forces advance slowly to minimise damage while Soviet infantry keep suffering losses while trying to force their way through my Panzers.

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The battle for Red October rages on.

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Gustav is brought in to help thin out the numbers of the Soviet infantry.

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There are around a dozen or so Soviet infantry battalions waiting to cross over the Volga.

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Despite fierce resistance from the Soviets, Red October is captured and my forces turn north towards the Tractor Factory.

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Something. Something. Fish. Barrel.

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There are another half dozen battalions by the southern river crossing. The sheer number of Soviet infantry is beginning to become a problem.

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Despite the numbers I haven't abandoned my ambition to capture enemies; these Soviet Engineers are valuable.

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That my best Pioniere only now attain the first Anti-Infantry Veteran award is telling. Apart from the Battle of Moscow they haven't really seen heavy fighting until now.

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The Bridgeburners capture the Volga Ferry.

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Soviet infantry land on the western bank of the Volga, but have suffered such losses that they are easily encircled and destroyed.

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8.8s lock down the Volga Ferry, preventing Soviet forces from disembarking there.

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The last Soviet forces in the north outside the Tractor Factory complex are encircled and captured.

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The AA guns and heavily damaged Panzers are positioned to deny Soviet forces any chance to disembark in Stalingrad.

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Outside the city, there are few Soviet forces remaining.

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The Crimson Guard lead the assault on the Tractor Factory.

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Elements of the northern battlegroup begin to file south to assist with the assault on the bastion of Soviet resistance in the city.

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To abandon a 10/10 entrenched position in order to attack a significantly stronger enemy from a vulnerable position is not the acme of excellence. Sun Tzu would be most disappointed.

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The Tractor Factory falls and northern Stalingrad is under the control of the Wehrmacht, save for a lone Strongpoint.

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The final objectives are in reach, but time is running out. With Soviet reinforcements effectively neutered my forces prepare for one last push south.

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The Pioniere suffer heavy losses as the remaining Soviet forces offer fierce resistance, but my forces advance south inexorably.

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The Southern Station is secured, but there are still a number of optional objectives left.

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Another airfield is secured after the SU-6s destroy the Strongpoint, and the last of the Soviet forces outside the city captured.

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The Red Army has fought long and hard, but this is the end for them.

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Despite my intentions to change the RoE and advancing faster I still ended up relying a lot on my proven tactics, and while this means I once again finished the scenario just in time, I made a substantial amount of prestige from what could've been a very bloody battle. This would've been even more difficult with no reinforcements, though, as my Pioniere suffered heavy casualties at an early stage while holding back the Soviet infantry in the center. I quite enjoyed the scenario, as I found it an interesting tactical challenge to achieve the objectives without relying on the brute force of mass reinforcing.

The developers chose a different approach here, as while the AI has access to a large number of units it gets next to no prestige, making it impossible for it to keep its units up to strength. This means that you won't be seeing the usual mass reinforcing, and so it's possible to whittle down the Soviet forces through attrition. My Panzers proved very useful for this, as they were -- with the exception of the Soviet Guard -- effectively immune to infantry attacks and even the detached ones would regularly inflict 3-4 casualties on Soviet units during the AI's turn. Most of the Soviet forces are quite aggressive and will move to engage, saving you the effort of having to deal with their entrenchment.

Perhaps I should've used a few Ju 88As instead for their better naval attack, but I didn't get to sink that many landing craft in the end. In general I feel I got the disposition of the core right, as I never found myself short on tactical options. Of course it'd have been nice with more Pioniere or supporting infantry, but then I'd have to cut something else, and the Panzers provided more utility than I'd anticipated due to the lack of enemy prestige. If I were to reduce anything it'd probably be the air force, as the operational limitations are a nuisance, and as the AI doesn't repair its aircraft you need fewer fighters to bring them down effectively.
Last edited by SineMora on Sun May 10, 2020 9:01 pm, edited 4 times in total.
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
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 641
Joined: Thu Apr 02, 2020 4:20 pm
Location: Sweden

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

Post by SineMora »

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The Battle of Stalingrad is now complete. Having already played the ahistorical scenarios I'll be turning back west to follow the historical eastern branch of the campaign. That seems to be the most popular choice among those who've commented on the AAR as well. With my workload increasing I'll have less time to play -- and update the AAR -- but I hope those of you who've followed it so far will stay tuned; I won't be dropping it, even if updates become less frequent for a while.
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)
MickMannock
Staff Sergeant - Kavallerie
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Posts: 331
Joined: Fri Jul 22, 2011 8:09 am

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

Post by MickMannock »

A very nice AAR. I enjoy reading it a lot. Keep up the good work!
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