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AAR (Army Group Center) - 1941
Posted: Thu May 19, 2011 9:11 am
by Obsolete
Posted: Thu May 19, 2011 9:17 am
by Obsolete
23 turns total in our first scenario. However, instead of waiting until the last turn (like I always do), I will see about trying to blast my way through in order to try and make sure I get a decisive victory, that way I should be taken to a campaign tree with more added variety.
Our current weather for today is clear, though tomorrow we have a strong possibility for cloud cover.
Current units shown are from the strategic map. They show our units currently in the field, and what we currently SEE from our opponent. Right now I’m still debating on what to purchase, I have 2123 prestige left, but only two unit slots for our core. I will decide soon on what to get, but I don’t want to make a mistake and realize I needed more air power too late.
I am tempted to focus more on artillery for my purchases, and thought I’d show this auxiliary unit which is already in the field ‘Karl-Gerat’. To be honest, I feel it’s way over priced, and too limited in movement/re-arming so I’m very unlikely to buy one of these, but if they gave me one as an aux for this map, then I’m not really complaining.

Posted: Thu May 19, 2011 10:01 am
by Obsolete
I consider this map to consist of a north group, and a southern in relation to my forces. Things have done decent my first turn, but not sure what is going to pounce on me before the next.
I’ve taken a screenshot of events for the south. I mauled up some artillery around these parts, and even in the north I eliminated at least one infantry unit.
I also noticed my starting aircraft in this scenario actually come with experience, though I will probably be too busy the next few turns, that I won’t be able to overstrength them for a while.
A couple of my infantry are not on a river which could end up painful. I added an artillery behind one for support, and at least one of our infantry is just an auxiliary unit, so who cares if he ends up missing
I am now very eager to try out my new two war-toys that arrived.

Posted: Thu May 19, 2011 10:36 am
by Obsolete
I did indeed lose a unit during the enemy turn. A light tank has been destroyed. I am not concerned though, considering there is no over-run capability here, I do not see them as useful units until Tigers, Panthers, and Kings start to come along (my opinion). Good news is it allows another core slot to open up so I can purchase another Wurf (haha!)
Good news and bad news in regards to enemy air. My fighters are out-numbered 5-to-3 so far. I decided to pounce on the weakest of the soviet air first, but then noticed an enemy bomber. So I re-changed my plan and knocked out the bomber first, and then took my last fighter to hit the weakest enemy fighter. Since my units have decent experience, the combat results show for themself.
I am hoping I won't have to purchase any fighters until Wolfs come along.

Posted: Thu May 19, 2011 11:41 am
by Obsolete
Some more air battles have occurred, but one thing that's holding up my lines in the south is that damned fortress just doesn't want to crumble yet.

Posted: Thu May 19, 2011 12:04 pm
by Obsolete
Well now, that fort certainly is putting up a tuff struggle. Turn 4, and she still hasn't given up.
Up above, a MiG seems to have survived through a triple-pounce. At least I severely crippled him. Once the allied air is destroyed, I'll be able to relentlessly free up my bombers. For the moment I'm keeping them well hidden and overstrengthening them.

Posted: Thu May 19, 2011 12:13 pm
by IainMcNeil
Thanks - this is looking great. Could you give a brief introduction at the start about your plan for the AAR, the campaign you're playing, the settings etc. Maybe give an idea of what other campaigns/options are available. For each battle it woudl be great to know more about your plans for that scenario - e.g. an overview of the map, showing where you plan to attack so readers know what you plan is and can follow your progress agains the plan?
Write it as if someone knows nothing about the game. Thanks!
Posted: Thu May 19, 2011 3:58 pm
by uran21
Great looking AAR! Hope we will see more AARs from other testers too.
Posted: Fri May 20, 2011 1:18 pm
by Obsolete
Write it as if someone knows nothing about the game. Thanks!
The problem with that is it becomes more of a tutorial instead of an AAR. And I hope I never see the day where I ever write another tutorial again! Grrr.
One small problem I have had now and then is that screen-shot doesn't seem to work. I don't think it's a problem with the game but my PC in general, sometimes it works and other times it doesn't. Anyhow, the new version is patched so I shall resume shortly.
Posted: Fri May 20, 2011 1:39 pm
by Steakenglisch
Wow RESPECT!!! Great job! It was fun to read it!

Posted: Fri May 20, 2011 4:56 pm
by Obsolete
After finishing turn #5, I upgraded to a newer beta. Seems our saves are still compatible so we push on. The problem is, I can't quite remember anymore what happened last turn-set. Oh well.
Some interesting news is that there were more unit changes, and additions. So I may get to test out some new stuff, on the other hand, I noticed that the Wurfs have been quite reduced in price. Now I feel SOOOOOOOOOOOOOOOO ripped off! Well, that's Murphy's Law for you...

Posted: Fri May 20, 2011 5:32 pm
by Obsolete
I lost another unit, which is fine sine I practically did it on purpose
In its place, I have purchased a new infantry unit, complete with a luxorious Benz for those long-drive travels (wink). I feel these paratroopers are one of the best units in the game, within their unit-class.
Oh yes, and you can see the newly added indicators for low ammo. No more nasty surprises for me in finding out at the wrong moment of assault that I have no bullets left!

Posted: Fri May 20, 2011 6:07 pm
by Obsolete
Looks like one of my fighters ran out of fuel on T-#7.
It's all ok though, he was able to safely reach the airport before anything BAD happened.

Posted: Fri May 20, 2011 6:50 pm
by Obsolete
We've had another loss, and bought a new replacement. Usually I'm not too fond of scouts, but since I don't want to focus too much on air-power at this time, I won't complain.

Posted: Fri May 20, 2011 7:09 pm
by Obsolete
Oh dear, we came very close to using a precious bomber here. Two fighters pounced out of the blue and mauled up that Ju pretty good.
It's mostly my fault, I knew there were two Russian fighters about somewhere, but hadn't seen them in a while so I had theorized they had been put out of commission or something.
I just don't know now where I will get the prestige to bring it up to health now, while still keeping its elite status.

Posted: Fri May 20, 2011 7:21 pm
by Obsolete
Well what do you know, after a turn of capturing some victory hexes, and butchering up the enemy a bit, I got enough prestige to get some replacements through...

Posted: Fri May 20, 2011 7:34 pm
by Obsolete
If I want to get a decisive, I'm going to have to start pushing it even more. It is rather unfortunate that the fort from earlier caused me such a hold-up.
In any case, I purchased yet another scout, so I can try to start hammering at the northern part of the map as well. There were three choices to chose from, and I believe this one to be the best.

Posted: Fri May 20, 2011 9:26 pm
by OmegaMan1
This is a fantastic AAR, thank you for posting! Looking forward to seeing how this works out.
Posted: Fri May 20, 2011 11:03 pm
by Obsolete
Nothing too exciting on turn 12. I did shoot down what I hope to be the last of the Russian fighters. The only new thing I've done this turn was to move one of my grenadiers from the rear up closer to the front through the railway system.

Posted: Fri May 20, 2011 11:48 pm
by Obsolete
I have not been much a fan of StuGs in this game, but since I don't have money to burn, and I'm behind schedule, I decided to grab a copy for now.
