BiteNibbleChomp wrote:East: You might hate me, but I think I have made an offensive that rips this quick offensive up and turns it into a massive WITHDRAWAL (no retreats however!)
Ssshhh, it's called "Tactical repositioning"!
Well, I was kept on my toes until the Russians simply seem to ran out of troops. There was a late attack with some cavalry near Przemysl and some of their infantry (2 units) showed up near Serbia in AI turn 8 (at hex 79,38), luckily this was after I cleared Serbia so the GA could handle it. This last Russian wave did manage to empty Lublin, simply because everything I had ran out of ammo. All my units there ran dry, which is also how I defeated the Russians, see below. I had cleared the area around Warsaw and I was just busy sending some Germans and an artillery to help the poor GA retake Tarnopol. After these units were gone, that was it, just a walk through the snow from then on.
Tactics used:
The AI keeps moving them forwards even if they have 1 strength and 0 ammo (wrong AI orders?). So I isolate a unit, deplete their ammo and try to keep at least three of my units in contact to prevent resupply/reinforcement. Then I reinforce/resupply those units, and even the GA can handle unarmed Russians. But you need to keep your numbers up, so I rotate units as soon as it starts to look they won't last another turn.
You need a freshened stack of units, and over time this degraded, but before that happened the Russians dried up. The biggest livesaver was artillery, which has huge SA in your mod and I could halve Russian infantry with a single shot sometimes. Just one extra gun I bought killed more than 3-4 GA units together, and it didn't need reinforcements every other turn. Also, I don't waste Germans on strongpoints, the GA has the same hard attack.
West: When (and HOW) did you break through. So far the only odds I've ever seen there are -4/0 in favour of the enemy.
Timing, luck & AI exploits. I kept the frontline reinforced or rotated out troops that faced too many opponents. No MG infantry, regular inf has higher SA and is cheaper. Keep artillery stocked with at least 2 ammo. I spent some turns just reloading, because of the weather halving supply. The AI will attack during bad weather, since it can't spot your guns. This will hurt them, usually every unit they attack with gets two artillery barrages.
Then you wait until their artillery runs dry, pick a weak spot and attack. Rinse and repeat. The siege artillery is used to suppress artillery units that can provide mutual support. I had most losses right after advancing, when the AI could attack my weakened and poorly entrenched units which usually don't have room to withdraw. If you want to see the flow I can dig up a few screenshots to show positions during some turns.
The most trouble I have is with Strasbourg, it is impossible to attack there but the French keep shelling my troops and nearly took out an infantry two times, I had to bring in a third one to rotate the slowly weaking frontline. The Fahrpanzer is utterly useless (very historical!).
Middle East: You sure that think didn't die of attrition. Theres a rule that takes -6 off every unit in the desert that's more than 2 hexes from a river or the sea.
That's a nice idea. But still, Basra was very easy to take over; I just walked in.
Minsk and Kiev should be much harder next version (didn't think anyone would break Brest in that time!). Also, you try for Riga at all?
No, too far away from the fighting for my liking, I wanted to take Brest-Litovsk andTarnopol first, and these two are the first logical targets after those. Brest strongpoint is easy with some artillery and three infantry, it is in close terrain so defense is only three. With artillery to help out even the GA can manage that.
Poland: The unitshould appear SW of Warsaw, but I'm not sure if it's coded for 1916 or instant.
Well, those hexes were clear but I didn't see it.
Poison Gas: Those sort of things aren't announced in single scenarios as a general rule AFAIK. You might hae noticed that Flm 15 and Fokker E3s are purchaseable now, among many other new toys.
I will have to check, that could be the reason.
Gallipoli: The enemy knows that GA armies are rubbish. You might be attracting more - just to warn (nothing coded however)
Yes, but I exploit that, the AI will leave good defensive positions (Warsaw) if I move GA close. Then the Germans twirl their moustaches and charge in. I think the AI can be issued an order to prevent that (can you use that?)
Obviously Russia needs x3 armies!
The flow of units that I encountered is fine, but it just ran dry. So not more units per sé but deeper reserves (unit slots/prestige?)