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Posted: Thu Nov 04, 2010 8:33 am
by zechi
GaryChildress wrote:Great AAR! I don't suppose you could give us a bit of a preview of some SS units in action, maybe the process by which they are formed and what they look like in game. :D
If you look carefully at my Barbarossa build up for Army Group North, you can spot my SS Panzer Corps. It only has a different symbol.

The game mechanics were already explained in this AAR: viewtopic.php?t=18513 (first post):
Elite Units

German SS units were “elite” because they were both composed by more fanatical troops than regular army units and because they got priority on equipment, manpower and training. It was often the later that contributed to their “eliteness”.

Russian “Guards” units were the elite units in the Russian army. They achieved their elite status through extraordinary performance on the battlefield.

29. German units can be “upgraded” to SS units by renaming them to include SS, which a space either before or after, in their new name. This upgrade follows the rules of a technology upgrade where the unit cannot be adjacent to an enemy unit and will not be able to move the turn of the upgrade. The cost of the upgrade, however, is 15 PPs for armor, mechanized and infantry corps and 10 PP garrisons and is quite a bit more than a technology upgraded. The upgrade results in an increase of 1 in attack, defense, shock, quality and survivability. Also, the image or counter for the upgraded unit will change to a SS version of the image or counter. There is a limit on the maximum number of SS units in play at any one time, which is 0 (1939 – 1940), 1 (1941), 3 (1942), 5 (1943), 8 (1944) and 10 (1945).

30. Soviet units that achieve an experience level of 75 (i.e., level 3), or higher, are promoted to a “Guards” unit. Once promoted they will never lose that status unless completely destroyed. There is no cost for this promotion; however Guards units do get an increase of 1 in attack, defense, shock, quality and survivability. Also, the image or counter for the promoted unit will change to a Guards version of the image or counter. There is a limit on the maximum number of Guards units in play at any one time, which is 0 (1939 – 1940), 2 (1941), 5 (1942), 8 (1943), 12 (1944) and 16 (1945). When at this limit no more units will be promoted until the limit increases or a Guards unit is destroyed.

31. A German, or Russian, unit must be in supply level 4 (or higher) to be converted, or promoted, to an elite unit.

32. The 1942, 1943 and 1944 scenarios were slightly updated by adding some, but not many, Guards and SS units.
This should explain it I hope.

Right now I only have one SS unit slot (1941), which I used to upgrade an experience level 4 panzer corps, which you will see in action next turn ;)

Posted: Thu Nov 04, 2010 7:15 pm
by zechi
Turn 37 - Operation Barbarossa begins, Axis attack in Egypt continues, Partisans capture cities in Britain

This turn I launch Barbarossa and my initial losses are rather low, but of course I only have modest goals. In the north I encirle some of the border units and try to stay in contact with the other units near the border. I also use Fallschirmjäger to make it more difficult to flee for some of the more protected Red Army units:

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In the south its nearly the same:

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However, my initial placing of my units was not so good as in the north and its more difficult to encircle the units in the southern and middle sections of the border front.

In Egypt my offensive against the British line continues and I destroy an INF:

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The assembled British units are only a meatshield, which will quickly disintegrate and then the gate to the Middle East is wide open. However, I wonder where the surface units of the RN are hiding or if KH moved them to the Atlantic.

In Britain KingHunter is very lucky as two partisan units appear in British cities:

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However, this seems kind of fair, since partisan activity was rather low in this game.

@GaryChildress:
Here a screenshot of the SS unit:

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Posted: Fri Nov 05, 2010 1:25 am
by GaryChildress
@GaryChildress:
Here a screenshot of the SS unit:

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Sweet! Kudos to the GS 2.0 team!!! This is going to give the game a whole new level of uber-coolness! 8) :D

Posted: Fri Nov 05, 2010 8:05 am
by ferokapo
GaryChildress wrote:
Sweet! Kudos to the GS 2.0 team!!! This is going to give the game a whole new level of uber-coolness! 8) :D
I always failed to see the "über-coolness" of an organization which primary objective was the implementation of a totalitarian, racist ideology, but hey, that's probably just lame old me.

(Sorry Zechi for this off-topic comment, I'm not trying to hijack your excellent AAR with a discussion about the SS!).

It's no surprise (considering Sealion and your engagement in the Middle East) that Barbarossa is both rather late and rather weak. Since your objectives are limited anyway, you might even consider pulling back after you have destroyed the Russian border troops, so to avoid the Severe Winter penalty and make sure that KingHunter cannot exploit your relative weakness in the East with an early counterstrike. After all, you want to get rolling in '42. :-)

Posted: Fri Nov 05, 2010 8:47 am
by zechi
eisenkopf wrote:
GaryChildress wrote:
Sweet! Kudos to the GS 2.0 team!!! This is going to give the game a whole new level of uber-coolness! 8) :D
I always failed to see the "über-coolness" of an organization which primary objective was the implementation of a totalitarian, racist ideology, but hey, that's probably just lame old me.
Is only a game. I think we all agree that the real SS was a criminal organization which was not "cool", but its nice to have a mechanic for Elite units in GS.
It's no surprise (considering Sealion and your engagement in the Middle East) that Barbarossa is both rather late and rather weak. Since your objectives are limited anyway, you might even consider pulling back after you have destroyed the Russian border troops, so to avoid the Severe Winter penalty and make sure that KingHunter cannot exploit your relative weakness in the East with an early counterstrike. After all, you want to get rolling in '42. :-)
That is my plan, I hope that all my units will stay out of the severe winter penalty zone, i.e. I will only go for the Baltics and the border cities. I can already tell you that KingHunter counterattacked from turn 1 of Barbarossa. He did not retreat, but brought in more units to the frontier, even with the high morale penalty and managed to cut off some of my spearheads. I don't know if this was brilliant or foolish, but we will see ;) (Screenshots later)

Posted: Fri Nov 05, 2010 4:34 pm
by GaryChildress
eisenkopf wrote:
GaryChildress wrote:
Sweet! Kudos to the GS 2.0 team!!! This is going to give the game a whole new level of uber-coolness! 8) :D
I always failed to see the "über-coolness" of an organization which primary objective was the implementation of a totalitarian, racist ideology, but hey, that's probably just lame old me.

(Sorry Zechi for this off-topic comment, I'm not trying to hijack your excellent AAR with a discussion about the SS!).
Last time I checked there weren't many popular games out there where people play nuns trying to feed the starving. He who is without cyber sin should cast the first stone. :P

Posted: Fri Nov 05, 2010 5:25 pm
by Clark
GaryChildress wrote:
eisenkopf wrote:
GaryChildress wrote:
Sweet! Kudos to the GS 2.0 team!!! This is going to give the game a whole new level of uber-coolness! 8) :D
I always failed to see the "über-coolness" of an organization which primary objective was the implementation of a totalitarian, racist ideology, but hey, that's probably just lame old me.

(Sorry Zechi for this off-topic comment, I'm not trying to hijack your excellent AAR with a discussion about the SS!).
Last time I checked there weren't many popular games out there where people play nuns trying to feed the starving. He who is without cyber sin should cast the first stone. :P
That's part of the ickiness of playing WWII simulation games in general. If you're playing as the Axis, you're running a militarized society bent on subjugating and ethnically cleansing its neighbors. If you're playing as the Allies, your main bulwark is an even more totalitarian nation who killed millions of its own citizens prior to the outbreak of the war. And then we could get into the problems with the morality of the policies of the British and Americans during this time and find them seriously wanting as well. And with war games in general, you're simulating the fact that you're ordering millions to their deaths over the course of a game. It's best to leave the politics out of a war game. I don't think including elite units crosses that line.

Posted: Fri Nov 05, 2010 7:46 pm
by zechi
Turn 38 - Red Army counterattacks! RN seen active in the Atlantic. French Partisans take Orleans!

This turn started a little bit surprising as King Hunter counterattacked with the Red Army where he could. I did not expect that. In the north he was even able to cut two of my spearhed elite units off:

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However, my units breakt easily through and the encircled units are put into supply agains. Furthermore I take two cities in the north and destroy several unit ( INF, MECH and GAR)

In the south the Red Army nearly destroys one of my Fallschirmjäger Divisions. Otherwise my losses are rather low and I destroy several Soviet units here as well:

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In Finnland I go on the defensive:

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The British also have a surprise for me, as the RN surface units appear in the Atlantic:

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With some luck the last British BB will be destroyed if it move into a port.

In Egpyt my forces destroy the last British INF and the GAR line will not hold out very long. Nevertheless, the way to the oil fields is long and I need the oil as fast as possible. I also fear that I King Hunter will bring in the Red Army to Iraq, which will make it not easier.

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Posted: Fri Nov 05, 2010 8:37 pm
by Peter Stauffenberg
Game is not buggy. The fortress should be there when the game was started. I guess your game was started before we added the Finnish fortress.

Posted: Fri Nov 05, 2010 9:06 pm
by zechi
Stauffenberg wrote:Game is not buggy. The fortress should be there when the game was started. I guess your game was started before we added the Finnish fortress.
OK, I thought the fortress would be added even to running games after I updated the game with the patch

Posted: Fri Nov 05, 2010 10:09 pm
by ferokapo
I think you are in a bit dangerous position in Russia, because you still have large pockets of enemy troops behind your frontline. Be aware that severe winter can hit in two turns. If that happens, you will have trouble even finishing off the out-of-supply garrisons.

Regarding the middle-east oil, it is indeed very far away. It will require a lot of effort, resources, and oil to get there. If you close the Suez Canal, than the Med is yours and Italy secure. That is already a big achievement. In a current game of mine, this enabled the Italians to send LOTs of troops to other theaters in '43/'44. While they are lagging behind in tech, you can never have enough infantry corps to fend off partisans and secure beaches.

Posted: Fri Nov 05, 2010 10:49 pm
by Rhialto
Zechi should be able to keep some units west of the severe winter zone and use these for mop up.
eisenkopf wrote:I think you are in a bit dangerous position in Russia, because you still have large pockets of enemy troops behind your frontline. Be aware that severe winter can hit in two turns. If that happens, you will have trouble even finishing off the out-of-supply garrisons.

Posted: Fri Nov 05, 2010 11:17 pm
by afk_nero
I would use allied troops to garrison Spain and France - as well as deal with partisan activity there - I would also use Italians in the UK with a few Germans. The rest of the German forces could fight the Russians and not worry about Spanish partisans.

Don't forget to keep a Italian gar in Rome even if the med is secure (better safe then sorry).

Posted: Sat Nov 06, 2010 11:05 am
by Plaid
Zechi, I see you have uboat flotilla in La Coruna harbour, while the city is ungarrisoned... Its not safe at all, one day partisans may spawn in this city just like in previous 3, and you will lose entire naval asset.

Posted: Sat Nov 06, 2010 12:52 pm
by zechi
Turn 39 - Operation Barbarossa continues, many Soviet units trapped

On the northern front my SS Panzer Corps survives with 1 step, but is repaired back to 6 steps this turn. I manage to take Vilna and to cut off several Soviet units:

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In the southern front Odessa falls and if weather stays fair (75 % chance) I should be able to cut off more Soviet units next turn:

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I'm quite happy with my weak Barbarossa right now. I destroyed several Soviet MECH and INF units and the trapped units will hopefully mopped up by the GAR and most of my goals for 1941 will be reached. My losses are rather low until now. The last few turns I build 3 INF per turn. The weather in the next turn could be decisive. I hope for fair weather (75 % chance) to get Riga, Chisinau and encircle more units in the south. Then I will go into defensive positions and save oil. Luftwaffe will be grounded. Only my INF will be used offensively to secure the Baltics.

Unfortunately I forgot to take a screenshot of the Egyptian theater, but as expected I break through the weakened British line.

In the Atlantic I engage the BB in a Canadian port, but it survives:

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In Britain I retake Liverpool.

Posted: Sat Nov 06, 2010 2:11 pm
by zechi
Plaid wrote:Zechi, I see you have uboat flotilla in La Coruna harbour, while the city is ungarrisoned... Its not safe at all, one day partisans may spawn in this city just like in previous 3, and you will lose entire naval asset.
Uh, thank you for the advice. I have several naval units in unguarded port cities. Hopefully no partisans will appear next turn, then I will move them right away.

Posted: Sun Nov 07, 2010 8:55 am
by zechi
Turn 40 - Red Army in full retreat, Cairo taken

The Red Army is on full retreat as the Axis take Riga and Chisinau:

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Next turn there is a 25 % chance of fair weather, 50 % muddy weather and 25 % winter weather. So if I'm not lucky with the weather, my offensive will stop next turn. I will only try to get Vinnitsa and block the path to the baltic.

In Egypt my forces take Cairo which is unoccupied as they break through the last defense line of the British:

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Posted: Tue Nov 09, 2010 7:30 am
by zechi
Turn 41 - Mud stops offensive in Russia, Alexandria falls

Mud stops my offensive in Russia and I mostly repair, upgrade or move units out of the severe winter morale loss zone:

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Army Group North did not reach all of its objectives and will have to fight its way to Tallin through the winter. Army Group South was more succesful and captured Vinnitsa this turn:

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In Egypt my offensive continues and I capture Alexandria. Port Said and Jerusalem will be next:

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I expect King Hunter to sent a significant force of the Red Army to Iraq. The big question is if I should push towards the oil field or if I should stop at Port Said. I wonder if the Soviets can use the Middle East Rail Network?

Last but not least some stats:

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Posted: Tue Nov 09, 2010 8:20 am
by richardsd
the Soviets cannot use the middle east rail network

Posted: Tue Nov 09, 2010 9:16 am
by zechi
richardsd wrote:the Soviets cannot use the middle east rail network
Thank your for the info. This will make it more difficult for the Soviets to defend the Middle East. If I remember correctly the Soviets also get a supply penalty in this zone?