Ronnie (axis) vs. Neil (allies) with GS v1.10g (Game Over)

After action reports for Commander Europe at War.

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Plaid
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Post by Plaid »

rkr1958 wrote: Well the goat sacrifice didn't work!!! Mud/rain again in Central Europe so no invasion of Holland. This will go on the first winter turn I get. Out of the first 5 turns of the game I have gotten mud/rain on 3 of them. This bites if you're the axis; especially against a very tough opponent like Neil.

On the up side German u-boats found and finished off the 5 PP North Atlantic convoy. Also, Germany paid for a third fighter, which will be ready in 3 turns.
With this bad weather during autumn its logical, that some good ones will be in february - march (it can't be always non-fair for sure), so maybe its worthy to attack Holland using first fair turn, instead of winter? Just keep in mind, that while holland is neutral, you lose only time, which is not so critical, if you are using traditional strategy (real germans invaded in may, and still were okay). But if you DoW Holland at bad weater and stuck near Hague (which is likely, because its only 3 points to attack it from) it starts to supply britts with PPs.
Maybe its better to wait for fair, while building really great airforce, which should be ready by this time?
Peter Stauffenberg
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Post by Peter Stauffenberg »

Will you play this game with the latest additions (v1.10f?) so you can try out the amphs, Atlantic wall fortresses, hidden transport cargo etc?
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Post by rkr1958 »

Stauffenberg wrote:Will you play this game with the latest additions (v1.10f?) so you can try out the amphs, Atlantic wall fortresses, hidden transport cargo etc?
Absolutely!
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Post by rkr1958 »

I've just updated from 1.10e to 1.10f. You are being granted unprecedented access to the development and play testing of a new GS build. :D

There are some exciting changes in 1.10f. Changes/Additions to 1.10e.

Port Damage. Ports that were captured were often damaged and had to be repaired before they became usable.

10. Captured ports are reduced to 0-strength, which means that they won’t be able to repair or upgrade naval units with red damage (0-1 strength).

Transport Fog of War

15. You will no longer be able to know what unit is loaded on your opponent’s transport and vise a versa. This adds a more realistic element to the fog of war and makes transport protection and interdiction more realistic. Player’s are no longer required to rename their transports to hidden the unit type for their opponent.


Contested Invasions

16. Transports carrying infantry, mechanized or armor corps can now attack occupied coastal hexes. These attacks consume one amphibious invasion point and if the attacked unit retreats the invasion transport can land its parent unit. The attack strength of the invasion transport is independent of its parent unit and is weaker than the attack strength of a normal infantry corps. This attack strength represents brigade size marines and airborne units that make up the first wave of a seaborne invasion. The parent unit represents the second, third and subsequence waves that come ashore over the remaining 19 days of the turn assuming that the initial wave was successful in securing the beach (i.e., destroying the enemy unit or forcing it to retreat). Note however if the transport takes damage during the invasion attack it is the parent unit that suffers this damage.

17. An invasion transport that successfully clears a hex advances into it the same way a ground unit would. It does NOT unload and if you click off the unit before advancing you cannot advance or unload that turn. Note that an invasion transport could clear a hex and choose not to advance leaving that hex open for another invasion transport to land and attack. This action would use two amphibious invasion points. One for the transport that attacked and the second for the second transport that landed in an enemy controlled hex.

18. For those into equations, the transport attack strength is currently set equal to (techSurfaceShips + 1) / 2). Its shock value is currently equal to (techSurfaceShips + 3) / 4 and its quality is equal to techSurfaceShips / 4. These values are all a functions of surface ship tech level and the coefficients of these functions are hardcoded. However; if the near future these coefficients will be controlled through the general.txt file in order to be able to tweak these functions as necessary.

The Atlantic Wall

19. Strasbourg on the Maginot is changed to city when France falls. This represent materials from this fort being used for the construction of The Atlantic Wall. Brest, Nantes and Calais will be changed to fortresses in July 1943. Rouen and Antwerp will be changed in July 1944. Cherbourg and Bordeaux will be changed to a fortress in July 1944.
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Post by rkr1958 »

Turn 6. December 10, 1939 Axis.

Well the rain turned to snow and the muddy ground froze allowing my panzer corps to roll on into Holland. I gave the suggestion from Plaid to wait until fair weather a lot of consideration but decided to go ahead and invade so that I could have Holland subdued and my units in place for Case Yellow by February. But, with my luck with the weather it won't clear until April!

I will have enough PPs next turn to purchased a 3rd tactical bomber, which will be ready for deployment on February 28, 1940 and for used on March 19, 1940. I also repaired all but one unit, which was the Mech corps in the west. This unit was needed for recon (i.e., to spot) against the Dutch garrison that was reduced to 2-steps.

I've never played as the allies against Neil and really don't know how he plays. But I suspect that he may be aggressively building up a BEF in France. How big, I haven't a clue. Regardless, I'm planning to launch Case Yellow on the first fair weather turn of 1940 and push ahead as steady as I can.

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Post by rkr1958 »

Turn 7. December 30, 1939.

The Germans push on against Holland in the snow with some progress. However; the 9-step armor corps from last turn got a bit bloodied losing 2-steps and not knocking off any steps from the defenders in The Hague. This was after attacks by two tactical bombers and an infantry corps.

Germany purchased a 3rd tactical bomber and Italy purchases their first lab, which was an air lab with no focus.

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rkr1958
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Post by rkr1958 »

Turn 8. January 8, 1940 Axis.

Holland goes quietly in the snows of winter in Europe. I finished off The Hague defenders, which had been reinforced back up to 7-steps, with two air attacks and two ground attacks. Though, these attacks cost me another tac bomber step and a mechanized corps step.

The Germans deployed a third fighter and positioned units for an attack against Belgium if the 25% chance of fair weather happens next turn. Though I'm not thrilled about having my two tactical bomber units down 20% but I won't pass up fair weather if it happens. I am glad to have Holland out of the way even though it cost me 2 tactical bomber steps, 3 armor steps, 1 mechanized step and 2 or 3 infantry corps steps, or ~37 PPs in repair losses! Ouch! But, the up side is that I'm ready for Case Yellow in February if the weather is fair.

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Peter Stauffenberg
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Post by Peter Stauffenberg »

Some comments Ronnie to your list of changes.

The strengths of ground attack, shock and quality are the increased strength to the transport initial strength. Transports start with quality 4 so the (tech surface ships) / 4 means you get quality 5 after tech 4 in surface ships.

The spawning of fortresses occur at different times.

July 1942: Brest and Nantes
July 1943: Rouen, Calais (clear hex on the map) and Antwerp
July 1944: Cherbourg and Bordeaux

The actual cities can be changed in general.txt so it's possible to let e. g. Rouen and Calais be added in July 1942 and Brest and Nantes in July 1943 instead if we want to alter the sequence.
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Post by rkr1958 »

Stauffenberg wrote:Some comments Ronnie to your list of changes.

The strengths of ground attack, shock and quality are the increased strength to the transport initial strength. Transports start with quality 4 so the (tech surface ships) / 4 means you get quality 5 after tech 4 in surface ships.

The spawning of fortresses occur at different times.

July 1942: Brest and Nantes
July 1943: Rouen, Calais (clear hex on the map) and Antwerp
July 1944: Cherbourg and Bordeaux

The actual cities can be changed in general.txt so it's possible to let e. g. Rouen and Calais be added in July 1942 and Brest and Nantes in July 1943 instead if we want to alter the sequence.
Borger, Thanks. I'll incorporate all this into our change list. Phew ...
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Post by rkr1958 »

Turn 9. February 8, 1940.

Well I know this comes as a shock but the weather was mud/rain in Central Europe. Out of 9 games turns so far, 4 have been mud/rain where it counts at this point, which is in Central Europe.

No Case Yellow. However; this mud/rain did give me the opportunity to repair all my units. Also, I purchased a second air lab for Germany.

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Post by rkr1958 »

Turn 10. February 28, 1940 Axis.

The weather in Central Europe was mud/rain again!

The Germans deployed their 3rd tactical bombers, built their 2nd Armor lab and sunk the northern convoy (~16 PPs).

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Post by rkr1958 »

Turn 11. March 19, 1940.

Finally!!! I got fair weather this turn. I was ready to jump out of a window if I had gotten mud/rain again when there was a 75% of fair weather. Especially, this turn. Well I don't have to jump. By the way, I live in a one story house. :D

Case Yellow was launched and Belgium went quietly. As you can see I wasn't reedy and did not push into France. My major push will be toward Loraine. The French armor, fighter and the RAF are no where to be seen. Also, I have no idea of the level of commitment of British forces Neil has made to France. But I guess I'll find out soon.

The Germans purchased their 2nd infantry lab (8th lab total) and the Italians their 1st infantry lab (2nd lab total).

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rkr1958
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Post by rkr1958 »

Turn 8. April 8, 1940 Axis.

This was the first turn that the Germans attacked into France proper and I stuck to my guns and pushed towards Lorraine, which I captured. I was sorely tempted to push along the coast and also go after Lille too. But one thing that I've learned, in general, from playing very good players (like Borger) is the danger on what I call the "death hex" on the French coast. This hex can be attacked by three naval units and the RAF. Also, I have no idea where the French armor is and I suspected a trap in that area. Like in the actual war I decide to show strength initially in Belgium and towards Lille but push hard through the Ardennes forest. By making my initial push against Lorraine I capture the French's second largest PP source early and keep my main force out of range of the RAF (assuming they're based in England).

This turn I destroyed a French garrison and infantry corps, damaged two garrisons and captured Lorraine. I still don't know where the French armor is or if he's deployed any British units to France. No matter. The main strike force will continue to push through the Ardennes and towards Paris. I'll leave Lille to the infantry.

By the way, the second French BB and UK CV were hidden from me until I ended my turn. The first screen cap is part of the original one that I took after I had ended my turn. While it was cleaning up and saving the game the these other two naval units appear so I quickly took the second screen cap. This just more than confirmed my decision to keep my main strength focused where it is and that the coast was a trap.

I almost forgot, Germany built their second general lab, which has a focus on industry. This is there last lab until next next. They have a total of 9 (2-2-2-1-2).

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Post by rkr1958 »

Turn 13. April 28, 1940 Axis.

I was a bit disappointed in the results of my attacks this turn in France. I focused my main attacks around and south of Reims. It help out out 1-step because a 10-step infantry corps attacking a badly depleted 3-step French corps, which had already been made to retreat, couldn't force it to retreat again or even inflict any more losses on it. The second one was self inflicted. I decided to try to capture Lille using mainly infantry. I had one fighter unit that hadn't flown decided to use it to try to soften it up. The RAF hammered it along with Lille's air defenses. There it sits at 6-steps and within range of an RAF fighter. I'm afraid that Neil will draw it out and then hit its base. That's what I would do.

I did discovered a British infantry corps and garrison in France.

The German u-boats did have a bit of luck and stumbled on the Mid Atlantic convoy. A second flotilla was brought into place to block its move so that's over 30 PP's that won't reach the British.

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Post by rkr1958 »

Turn 14. May 18, 1940 Axis.

A much better turn and a relief that Neil targeted the German armor next to Lille instead of going after the depleted German fighter unit.

I kept to my strategy and continued to push south and east of Reims, which fell this turn. Neil had moved a UK mechanized corps, which had yellow effectiveness, to the front line in that sector. It's initial position is shown below. After taking Reims I hit the UK Mech hard and forced it to retreat. I was then able to bring in a fresh armor corps to the newly vacated hex, which was next to the badly depleted UK Mech corps and a full strength French fighter on sentry. I estimated the French fighter to be the greatest threat and hit it with that armor corps, which knocked 6-steps of the fighter and forced it to retreat. I decided to advance even though it left that armor corps somewhat expose. However; it's out of UK fighter range and somewhat protected by a river. If Neil decides to go for that corps then, whether or not he kills it, it will deplete a significant amount of the strength he has left in France and result in a quicker collapse of the French army than if he doesn't.

All three German u-boats joined in the attack on the convoy that was attacked last turn. It's trapped with 7 PPs left.

I've got quite a stockpile of PP's built up for Germany. I'm waiting until strategic operations in air reaches level 1 then I'm planning on building another tactical bomber and fighter. I just noticed that the air tech in dog fighting isn't doing too well. As soon as the Germans reach level 1 in strategic operations I will switch air tech from balance to a focus on dog fighting.

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Post by rkr1958 »

Turn 15. June 7, 1940 Axis.

I posted a screen cap of France both at the start of my turn and at the end. I was surprised to see that Neil chose to repair the French fighter, which would cost 30 PP's (i.e., 5 steps x 6 PPs/step). Given that I've captured Lorraine and Lille this repair would seem to have put France in the hole. This repair did make his line hold fairly well there and, again, I've left an armor corps exposed to counterattack from three hexes. If he chooses to go after this armor corps I may very well lose it but it will require him to either commit a UK infantry corps or the French corps in Paris.

I did finish off the UK Mech corps, which Neil had repaired back to 9-steps. I also took the opportunity to move up two fighters and two tactical bombers closer to the action.

The second screen cap, which I took after I had ended my turn, doesn't show it but Neil has a British fighter in central France that intercept one of the German fighters.

The Germans purchased a fourth fighter and the Italians their 3rd lab (general with no focus) to go along with their air and infantry labs.

German u-boats finished off the central convoy.

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rkr1958
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Post by rkr1958 »

Turn 16. June 27, 1940 Axis.

Phew ... Neil did go after my lead armor as expected but he chose to support the attack with two garrisons as opposed to two infantry corps. He still hammered the armor corps but if he had brought in the French corps northwest of Paris and either the UK infantry corps (which I no longer see) or the infantry corps in Paris he would have had a very good chance to finish off that armor corps. Instead, it was reduced to 4-steps and was pulled off the line.

My focus this turn was the destruction the French armor and fighter units, which I accomplished. As I wrote Neil, "Now the French are declawed but they still have teeth." The still have some bite, which the Italians will feel because of a tactical error the "Italians" made in their zeal to join the fight.

One thing about doing an AAR is that I review my turn in detail after it's over. In this case, I just overlook the fact that the unit northeast of Dijion is an infantry corps and will have enough movement to be able to move forward one hex and hit the Italian TAC. If that unit was a garrison it wouldn't be able to due to ZOC's but it is NOT and I made a mistake that will cost the Italians a few air steps.

The Germans paid for a fourth tactical bomber.

The Italians began moving units to reinforce Libya. Given Neil's aggressive play with the Brits in France I expect him to aggressively use the RN in the Med to try to interdict the axis reinforcement of Libya. I need to finish off France and get a couple of German fighters there to bolster the Italian defenses there.

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Plaid
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Post by Plaid »

Do you have reduced air survivability against ground units in this GS version?
If no, TAC will likely lose only couple of steps, while you score easy kill of french corps after it, so sort of fair trade.
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Post by rkr1958 »

Plaid wrote:Do you have reduced air survivability against ground units in this GS version?
If no, TAC will likely lose only couple of steps, while you score easy kill of french corps after it, so sort of fair trade.
Not yet. That change won't likely be rolled out to the group until next week some time. The toughness of the French fighter indicates for me the reason that change is needed. Counting the 5-steps that Neil repaired it took attacks by two armor, three infantry and one mechanized corps (if I remember correctly) to kill it. Also, I believe two of those six attacks were made across a river. Still, that was one tough air base to kill. With GS v1.10g (we're now playing GS v1.10f) this will no longer be the case.
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Post by rkr1958 »

Turn 17. July 17, 1940 Axis.

France fell this turn. I decide to chance it and go for Paris instead of clearing out units for a conquest next turn. The chance is that if Paris hadn't fell then he would have had one full strength and two 6=-step infantry corps left to hit back against my armor corps that attacked Paris form the northwest and across the river. I did get lucky on my last attack. The German corps that entered Paris did better than expected by 1-step and killed off the final defenders in Paris. Several Iron Crosses first class and a unit citation were awarded to this corps. In fact, the heroic actions of this infantry corps certainly prevent significant losses to the NW tank corps and may have saved the unit.

While France has capitulated the fight in France isn't over yet. The UK still have a division (i.e., garrison) in Dijon and unknown strength left in western France. However; Rundstedt and his command corps and two full strength were railed to Denmark for the Invasion of Norway, which will be initiated next turn to hopefully catch the UK off guard there. The DOW will NOT come next turn. Just the launching of two invasion transports escorted by the full strength of the Kreigsmarines and supported by 1 u-boat flotilla. German military intelligence estimates that any UK sub group in the Atlantic is still supporting the UK effort in France; either in the evacuation of BEF remnants and / or screening of RN elements in or near the channel. Though, German intelligence could be wrong but they estimate a high probability that secrecy of Norway operation will be maintained until the actually DOW two turns from now.

Kessingler will be given the French command and will be responsible for overseeing the wrap up of Case Yellow. Also, shown is the result of a change made in this version in which German gets additional volunteer units.

In terms of research, the change to a focus on dog fighting helped as the Germans got a nice advance this turn.

I also provided some detailed analysis on the Fall of France. Interesting is that the fall date and German losses are close to the averages for Seitzkrieg, but more interesting is that UK losses are less given the high level of UK commitment in ground troops to France. However; if you consider the "extra" cost from the total loss of a UK Mech corps, transport costs of the BEF and at least one unit left behind then the total cost to the UK slightly exceeds the average.

I almost forget. In the Med, the Italian navy ran into some trouble providing escorts for Italian transports reinforcing Libya. As usual in such exchanges the Italian BB came out the worst for it losing 4-steps to no losses for the UK sub group. Also, my tactical error last turn in the basing of the Italian tactical bomber resulted in a loss of 4-steps from an attack by the nearby French infantry corps. This bomber unit lost an additional step in the attacks to finish off France. So, the Italians have a minimum of 4 naval steps and 5 air steps to repair, which is 50 PP's!!! This does not count any additional steps that may be lost if the UK sub group decided to stick around and attack again. I wonder if Mussolini is rethinking his decision to join the war?

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