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Sim/Strategy/War => Games Discussion => Topic started by: Pelton on April 01, 2017, 02:07:11 PM

Title: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:07:11 PM
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German Guide to WitE 1.0


If you would like the PDF copy send me a PM with your email.

WitE has had many up-dates over the years. Basically as the German player the game is all about the early turns if you are playing a veteran Russian player. This is not the only way to play the game, but one of many. This is for new players that are trying to figure out this massively complex game.

I hope this helps those new to the game.

Strategic Objectives before the 1941 Campaign begins.

House rules;

41-45 Campaign The Bitter End
 
 Server game
 Locked HQ Support
 Full FOW

 House Rules:
 No Para drops
 No bombing of HQ's unless stacked with a ground unit
 No naval invasions before November 1941, none outside the 1939 Soviet borders before January 1943
 In addition if Sevastopol is either isolated, or in German hands, none west of the Crimea,
 This reflects the scope for air/naval interdiction not really reflected in the game.
 30 day rule = no turns in 30 days by one player the other wins by default.
 New Patches will be used as soon as possible.

 Additional Auto VC:
 If the Axis player holds
 Leningrad, Moscow, Voronezh and Rostov concurrently at any time in 1941 he wins
 An Auto Victory. No need to waste any ones time as we all know the end results based on past games if these cities fall in 1941.

Optional Rules Setup:

 Mild Blizzard Rules
 Random Weather
 No 1:1 = 2:1
 Or
 Mild Blizzard Rules
 Non- Random Weather
 Yes 1:1 = 2:1

The key is to push hard enough so that you will have the chance to overrun enough industry to slow down the building of Red Army 2.0.  As a German player if you can get the Russian player under these numbers it is a win 90% of the time with 10% draws in that mix.

HVY: 236 Need to get under: 200 or destroy 36+
AP: 370 Need to get under: 300 or destroy 70+

Looking at the map below remember that the Soviet choke point is manpower, not industry. Industry will slow the building of Russian Army, but manpower production is the choke point. There is far more manpower centers south of the Oka then north of the Oka. Come 42 manpower centers and pocketing units are the main objective in 42.

Also truck destruction is very important by 43, so the more units you can pocket and the more mobile Russian units you can route the slower The Red Armies march west will be.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:08:08 PM
I break the game down into Phases.

Phase 1: Turns 1-7 the land grab.

Phase 2: Turns 8-17 Destruction of the Red Army

Phase 3: Turns 18-24 Preparing for the Blizzard

Phase 4: Turns 25-37 The Blizzard

Phase 5 Turns 38-53 Spring

Phase 6 1942 Offensive.

Phase 7 Defending 43-45




Phase 1 Turn 1

Turn 1 is by far the most important turn of the game and turns 1-7 the most important phase of the war. As Germany if these turns are not near perfect the war is lost. You want to push as hard as you can all along the front driving towards Leningrad in the north, around the land bridge in the center and towards industrial centers in the south. The key is to push hard enough so that you will have the chance to overrun enough industry to slow down the building of Red Army 2.0

Ok first you will need to assign some SU’s to 1st and 6th PDs AFTER they reach Riga and guns to 41st PC so make sure you don’t assign these SU’s to other units. The 68, 24 and 1 MT Divisions will also need SU’s before attacking. Set all infantry units to READY and 93% ToE and all panzer units to ready and 93% ToE, pioneers to 95% and all other Su’s to 71%.
Assign 10th MoT to 46th Corp, 11th PD to 3rd Corp, 4th PD and 16th to 48th Corp, and 3rd PD to 46th Corp. You can assign Kluge to OKH, but I find that it is better to wait until spring of 42.
Move 290 and 269 into X Corp and 57th to 29th Corp. Put the 2 FDB’s on trains but don’t move them to front yet.

Some people will set all fighters to setting 2 in the commander’s report so they fly at night and during day. I do it based on what the Russian player is doing. Generally there is no need until 42.

Air Doctrine for turn 1 as follows:
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:08:55 PM
I find that you can turn Ground Support on starting in late 42, but we get to that later.


There at two tactics to use during air phase of turn 1.
You can recon Russian AB’s then bomb from north to south or you can do Keta’s strategy.
I have done both, but I do one or the other based on whatever the current ruleset is. 

1) Turn ground support off and do your ground attacks until you can't move anymore without displacing an enemy airbase. Your ground troops don't need the help, but your bombers save flown miles. More important, the enemy air force which is not yet destroyed shows up and is easy prey for your fighters (ensure they are in range) which gain cheap experience on this way. Turn fighter intercept up, to around 150% or
2) The miles flown limit for airbase bombing is 1/3 of the maximum miles. So bomb airbases closer to the front first. Once the air group reaches 29-32%, bomb the bases far away. On this way you can reach up to 40% flown after the last mission.
3) Air group transfer is cheaper in miles than airbase moving. Therefore you should use the following tactic: Bomb with the forward located air groups until they have flown more than 33%. Than move the airbase to the front. After this, transfer the rear area air groups to this base, so the way to the enemy is not that far. Air transfer will only use 1% or so.
4) Manually select the staging base (you know how to do this?). On this way you can select the closest base and save miles. The AI sometimes sends bombers from the Lvov Area to Odessa when Romanian Airbases are only a few hexes away!!!
5) make sure you do not concentrate your air groups too much, because the supply of a single airbase is limited. If no fuel or ammunition is left, the air groups don't fly anymore, even though they have flown less than 33% of their miles.
6) From my experience, bombers are more juicy targets for ground bombing than fighters.

Russian players like to bomb your front line units ALLOT. One way to help lower loses is to put AA units in every Corps HQ then put the extra into panzer divisions.



Below is my basic opening I have used for 5+ years. There are better openings that can pocket more units turn one, but my opening is about turns 2-7 not just turn 1. Despite all the logistics nerfs over the last 5 years they have had no effect on this opening from turns 1-7 because I chain HQBU’s.
From turns 1-7 only Luftflotte 1 + 1st FK’s in the north and 4th Fliegerkorps in the south should move. 1st and 4th PG Army HQs/AB’s + 11th   Army AB. Remember logistics is the key, only move what needs to be moved nothing more and only attack what you have to. Units that are surrounded die much easier and cost less German WIA/KIA.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:09:33 PM
After combat this is basically how the front should look in the north and center. You could do air drops at this point, but I wait no need to waste planes you have more than enough fuel to cross Pskov by turn 3.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:12:19 PM
The south should look like this. At this point transfer the JU-52’s from AGC to the 19th or 20th AB in south. All the pockets are 100% closed.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:12:58 PM
Rail Repair:

FDB-1 turn one gets on rail and heads for Romania.
Turn 2 it can RR starting in hex 67,102 or hex  if Russia is blocking 60,95 then head for 67,98 then to 74,101 then to D-town 100,94 from there to Stalino area.

FBD-3 turn 1 rails to 47,46 gets of rails and repairs hex 47,45 then FBD-4 RR up that line 51,44. Turn 2 FDB-4 RR the next 3 hexes and then FBD-3 RR the swamp then FDB-4 RR the line headed for Riga then to Pskov then hex 80,30 It then heads south to link up with FBD-2. Once they link up its free to go where needed generally towards Moscow.

Then FBD-3 RR the line headed for 65, 43 then on to Smolensk then 96, 54 and turns south to link up with southern front.

FBD-2 heads for Vilnius then turns north to hex 65, 43. At this pt. it assists FBD-3 then turns north and links up with FBD-4. Once it has linked with FBD-4 it is railed to the south on FDB-1 line. Then starts RR starting at hex 91, 92 and heads for Kharkov then to Orel to link up with FBD-3.

Why the loops? It’s next to impossible for partisans to cut lines because there is 2 ways or more to get supplies to the front. I also put 8-10 con units in OKH and AGN,AGS,AGC and move units to areas I want linked up like Kiev,
Nikolayev and hex 71, 35. You will need to do this by turn 10ish. Start with AGS-10 then AGN-8 then AGC-8 then OKH-8

You will want to move Richthofen into the 1st Fliegerkorps by turn 4.






Turn 2 - 7 The Land Grab.

Ok there are some things you will need to do from turns 2-7. Turn all Panzer Divisions in the south to 71% ToE move out as many guns as possible, you need the gas/supplies for tanks.  You need to move all ground units and then do a HQBU in the south. With left over AP’s over the next 6 turns you will have to move Model into I Corp, 2 other great infantry commanders, move most of your 200mm + guns into 18th Army, 18 pioneers and the 3 high morale infantry divisions from 16th Army, fill out 16th then 2nd Army with the new infantry divisions they arrive. Also move all the JU-87’s and more ME-109s into Luftflotte 1 + 1st Fliegerkorps they will be used to break the defenses of Leningrad. Richthofen should be in command of 1st Fliegerkorps. Transfer all the fighters and bombers out of AB’s 19+20 to reserve. Transfer all the ME-110’s into AB’s 19+20. Transfer all planes from the other AB’s into reserves. On turn 7 you should have the min number of AB’s from the V Fliegerkorps that can hold 1 JG of ME-109’s, all the ME-110 fighters and all the HE-111’s. This will be all that is needed in the south. The fighters and bombers should never be more than 10 hexes from the railhead. The 110’s and 111’s will have the range needed to bomb the enemy. Turn 5 all JU-52s will transfer to IV Fliegerkorp which will stay within 4 MP’s of the southern railhead. By turn 7 you might have to add more AB’s to 1st Fliegerkorps to hold all the fighters and bombers needed to bomb the lines in the north. 1 JG and 2 JG of JU-88’s can stay in AGC.

Again do not move any AB’s or Army HQ’s other than the min.

OK back to turn 2:

Do 3 AI recon runs and then more manual.
 
In the north you should be able to cross the Pskov even vs a major defensive line. I have only been stopped once in 50+ games. Basically use your lowest MP PD’s that is the farthest from the front to start clearing the flanks. You have a bunch of PD’s to use to do this.

Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:13:48 PM
AGC you’re just basically flipping hexes so the infantry can move quickly to the front lines. Leave then min infantry divisions to clear the pockets in the center. I try to clear these by the end of turn 3.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:14:58 PM
Put L.A.H into XIV Panzer Corp and rail to Romanian border, this is basically a free HQBU as the units have max fuel in them. You’re going to be doing a HQBU each of the next 4-5 turns so think ahead about the rotation you will be using. The XXIV PC should be all infantry and the 1 Cav division. This will be used to move just south of the march then turn north and link up with units from AGC.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:16:34 PM
Turn 3 Ok do not forget the things you need to do between turns 2-7 listed under turn 2.
Rule 1 you will need to be flexible now. Take what the enemy gives you, but you should be ready with this set-up to handle anything he does.
I will be doing two examples per turn from 2 different games, one of a player running and another fighting forward so you have the tactics needed to figure things out. In this case he is running. OK you will be doing HQBU’s next turn, but you’re at the end of the logistics chain and your panzers will have low MP’s so what we need to do is use 1 PC to flip hexes and drop fuel to the other PD’s. Make sure all Corp HQ’s end the turn as close as possible to the railhead.  Move your infantry forward and make sure to screen your flanks with 9th to the south and whatever infantry divisions from 16th and 18th that are lagging behind.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:17:15 PM
In this case the enemy is fighting forward so you need to fight with 2 PC’s and let 1 sit. Move your infantry up and do attacks if possible then the panzers. Turn all the panzer divisions ToE to 100% and on refit in this area and whatever your 2 best Corp are in 18th Army to same settings. Move 1st Fliegerkorps to within 5 hexes of the front lines other than your AB with the JU-52’s in it stay within 4 MP’s of rail heads. In this screen shoot you can see where the Railheads will be next turn make sure your PD’s that will be doing HQBU’s next turn are within range by the end of your moves this turn. Do air drop to the panzers this turn that will be doing HQBU next turn to max MP’s for the HQBU.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:18:52 PM
In the center you’re again flipping hexes, but looking to out flank the land bridge or drive through it or push north to help with AGN.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:19:24 PM
In the south most everyone runs or loses another Front and it saves them zero time as you have allot of extra panzers that are close to the rail links out of Romania. You can take your time dropping the pocket here. I generally use my mountain divisions to slowly close the pocket then transfer them into OKH to be transferred to the center for the blizzard. I split them into regiments and line them up from the Oka north. So in this case I did a HQBU with the 48th Panzer Corp.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:19:56 PM
Turn 4 Ok do not forget the things you need to do between turns 2-7 listed under turn 2.
Rule 1 you will need to be flexible now. Take what the enemy gives you, but you should be ready with this set-up to handle anything he does.
1st Finnish moves.
The 7th must have 15 MP’s if it does it is possible to cut off the northern most Russian division and make crossing then northern bottleneck easier.
2/2,1/2 to 77,3 HA east / 3/2 78,3 HA east / Add SU to VI Corp /  11+5 78,1 DA southeast / 1st Jag 79,3 if needed HA east / 19th 80,3 HA east or 80,2 / 7th 81,1 The Fin commanders are very good so you can punch through north of pond by using HQBU and reserve reactions (RR).
This is the runner game. As you can see 2 PC stayed back and do a HQBU while the 3rd pushes towards Leningrad and flips some hexes to the east. The infantry move forward. I have not moved up the AB’s because I don’t need them yet which saves fuel etc.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:20:33 PM
The stand and fight game, 2 PC attack and one does a HQBU.
Also transfer all but 1 of the JU-52s to the south. You can see I moved up the LW as it is needed and the RH is close.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:21:08 PM
This is the runner game.
The center is kind of boring, but you can see both IC pushing east now just starting to move to close Marsh.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:22:02 PM
The stand and fight game, as can be seen pockets have formed south of the marsh and there is a real wall at the land bridge.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:23:40 PM
This is the runner game; panzers are across the river and pushing towards D-town. I do a HQBU to keep the chain going - you can see the units in the back. The other PC from last turn that did a HQBU has 50%+ fuel for next turn.
So now you do your air drops to the forward MoT divisions first at the river so they have good MP’s also next turn. The infantry move up and cover the flanks. As can be seen I have not moved any AB’s or more than 2 Army HQ’s/Abs forward.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:24:17 PM
The stand and fight game, so we have a pocket forming south of marsh and a huge push over the river more to the north of the runner game, why? I see this guy is doing a picket defense to the south and fighting forward (look at the AB’s in this game forward as I know I will need them) so I punch over the river more to the north to unbalance his defenses. All good Russian players try to hold Leningrad for as long as possible so I know refit is off and nothing is coming to help in south, once I am over the rivers in force there is nothing he can do to stop me. You can see I still am chaining HQBU’s as I do another one. So there is still allot of fuel in most of the units.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:24:53 PM
Turn 5 Ok do not forget the things you need to do between turns 2-7 listed under turn 2.
Rule 1 you will need to be flexible now. Take what the enemy gives you, but you should be ready with this set-up to handle anything he does.
The Right Hook. This move is still 100% possible despite nerf after nerf. The point of the right hook is not to pocket units.
1.   You force Russian player to move east of Leningrad and this Army is next to useless until 42 when it can be railed out. If the Russian player rails out units he can’t rail out industry in other areas.
2.   You open up Moscow to an attack from the northeast and you get to take ground that will not be regained until 1944. This alone is HUGE it makes the Oka north strategy work. You only need 3 Infantry Army’s to defend Oka north.
If you can pull it off it is a game winning strategy even if you don’t pocket anything other than a few units around Leningrad.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:25:27 PM
The stand and fight game, a pocket is formed. You can see how close the Rail head is so units will have good MP’s and the LW starts pounding + ALL my pioneers and heavy artillery ready.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:26:13 PM
I just blow through the runners defenses.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:26:46 PM
The stand and fight guy I manage to cross the river to south of land bridge and move some panzers to north side.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:27:29 PM
In the south vs the runner I drop Kharkov turn 5 and rip a nice hole.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:28:02 PM
In the south vs stand and fight guy I form another pocket.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:31:34 PM
Turn 7 Ok do not forget the things you need to do between turns 2-7 listed under turn 2.
Rule 1 you will need to be flexible now. Take what the enemy gives you, but you should be ready with this set-up to handle anything he does.
In the north stand and fight guy is putting up a fight trying to buy time, but I am close to RH and have done a few HQBU’s.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:32:08 PM
By turn 10 it’s over as can be seen in the north vs the runner and I have all the best terrain.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:32:42 PM
Taking strong points.
Basically you set up an Army with 3 Corp with 12 divisions total, you can drop 2 infantry divisions for 2 MoT but with the reserve reaction nerf in 1.09.01 there really is no need. You need 18-24 poineers, at least 6 200mm + artillery SUs per Corp, 12 Stug SUs and your 4 best infantry commanders. Supporting this will be 1st   Fliegerkorps commanded by Richthofen loaded with Fighters and Stukas. The turn before the attack begins do at least 1 HQBU. Then next turn Bomb the hex and turn ground support up to 300. The fort will be dropped from 3 to 0 in most cases, if you’re not attacking across a river you will get 2 attacks per turn so even vs 3 Rifle Corps you can win on the 2nd attack in most cases attacking from 3 hexes. 2 hexes vs 2 rifle Corp is possible but not 3 from 2 hexes.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:33:33 PM
In the north The Stand and fight guy I start a right hook. Wow looks like Leningrad might not be taken 
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:34:07 PM
But the next turn I punch a hole in the lines towards Leningrad, there is no way it can hold. As can be seen I have already sent a PC towards Moscow and the Finnish have broken out to the north.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:34:41 PM
In the center your basicly setting the table for operations once all the panzers from the North arrive and possibly some from the south.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:35:14 PM
Phase 2: Turns 8-17 Destruction of the Red Army


By turn 10 vs the runner AGN is moving on Moscow from the north clearing the good terrain for years to come and to the south of Oka 2 PC from AGS have arrived and is helping push.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:36:36 PM
In the south vs the runner I have pulled a PC back to do a HQBU so they can move to center or push east.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:37:12 PM
The results by turn 22
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:37:54 PM
Turns 1-7 is what is important as turns 8-17 will play out in your favor if you do good if not it will be a disaster. You can look over my many AAR’s and see other operations, but they basicly follow the same things.
Turn 17
Stand and fight guy.

Armament Pts. Destroyed = 71
Heavy Industry Destroyed = 38
Factories: Vehicles 9
Russian Units Destroyed after November 1st 1941
Corp:
Divisions:
Brigades:
AP total:

Stavka OOB: 4,040,000 
GHC OOB: 3,436,000


Runner
Armament Pts. Destroyed = 67
Heavy Industry Destroyed = 55
Factories: 54 T-34 pts / 20 Vehicles pts
Russian Units Destroyed after November 1st 1941
Corp:
Divisions:
Brigades:
AP total:

Stavka OOB:  4,530,000 
GHC OOB:     3,453,000

So as can be seen Leningrad and all the land to the north of Moscow is in German hands, Moscow held. In the south most everything fell. They both lost allot of industry and have weak armies for the coming blizzard season. Both these games are still only going at this time 12/26/2016. The game vs Pitamen I am up 41,000 VP’s on turn 165 as can be seen I hold ground that Russia over ran in 42.

So to conclude 1941 summer you need to get the Russian OOB under 4.5 million, destroy 70 armament points, 40ish heavy. Leningrad has to fall and the land northeast of Moscow should be taken, everything south of Oka over run.

You have the game won if you done these things it is just a matter of playing it out at this point in most cases.

Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:38:46 PM
Phase 3: Turns 18-24 Preparing for the Blizzard

Ok now on to Mud season. So during mud season start moving all your SU’s to Gemany and putting all your bombers in reserve. All Army and Army AB start moving back to Germany allong with all but 3 LW bases you leave in a city near the front with a few fighters and transports. During the snow turns push east every plase attacking anything you can hit. The mountian divisions should be broken down into regiments and put in the line from Oka north, panzer divisions should start looking for cities to set in during blizzard.
All infantry divisions other then MT should be set on ready and 71% ToE, all planes in Germany, all SU’s in Germany and most if not all panzer units in city’s.
These tactics will save 10,000’s of trucks, men, planes, pilots, armament points ect ect this is huge going into 42.
Phase 4: Turns 25-37 The Blizzard

So the blizzard hits. You should hold Oka north with your best defenses near Moscow. You should only lose 0-60 miles of front. Oka south you will have to retreat 2 hexes per turn during December and 1-2 during January and zero during February. The withdrawals also help to lower attrition.
If you have to pull panzers from cities pull the elite ones first then MoT units before pulling panzer divisions. Also make sure they are on ready and ToE at 71%.
The blizzard is realy easy if you were getting ready for it ahead of time and have had a good 1941 summer.


Phase 5 Turns 38-53 Spring

Remeber your attack CV is basicly ½ what it will be come June so don’t go crazy attacking, only attack if it is setting the stage for your 42 summer offensive. Many German players waste allot of troops and tanks attacking with ½ cv.
Once snow hits in 42 turn all panzer units to 93% ToE and turn refit on, once mud hits turn all infantry divisions to 93% ToE and turn refit on. By June you should have almost all units at full strength and armament/ manpower in  pools. Also at this time you can disband a few AB’s make sure to do that. If the game is going your way I set all SU’s at 100% ToE for 42. I put 1 AA, 1 con and 2 artillary SU’s in every infantry Corp HQ. I do not move any poineers or heavy guns into any units yet. You will want to find out where your going to attack.
Generally during spring I will strip out all the divisions out of 3rd PA and put in my best infantry divisions and seige guns and 18 poineers. This Army will have 3 best Corp infantry commanders and best Army commander. They will be used to clear enemy high CV spots near Moscow or south of the Oka.
 Basically you set up an Army with 3 Corp with 12 divisions total, you can drop 2 infantry divisions for 2 MoT but with the reserve reaction nerf in 1.09.01 there really is no need. You need 18-24 poineers, at least 6 200mm + artillery SUs per Corp, 12 Stug SUs and your 4 best infantry commanders. Supporting this will be a Fliegerkorps commanded by Richthofen loaded with Fighters and Stukas. In 42 you do not need to do HQBU’s. Bomb the hex and turn ground support up to 300. The fort will be dropped from 3 to 0 in most cases.









The 3rd Army takes hexes with level 3 forts and 2 Guard infantry Corps in 1 turn. The LW at this point is supporting panzers and the 3rd. You have a ton of transports so you can even drop supplies to units in hexes you have flipped; I generally drop only to mech or MoT divisions.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:39:23 PM
Phase 6 Strategic Objectives before the 1942 Campaign begins.


If you kill enough stuff in 1942, the Red Army will collapse, or be so crippled as to not ever be able to reach Berlin in time, giving the German player a win on points. It's been done in several AARs. And reductions in manpower and industry in 1941 help create the conditions for said collapse.

Then it is a question of getting ahead of the Soviet replacement curve. A Soviet player taking in 100k manpower a turn (about what he'll get after a very strong German 41) has some real limits to content with.

The Soviet choke point is manpower, not industry.

If you had a respectable 41 Leningrad is yours and you hold a line from Kaluga, Orel, Kursk, and Kharkov to Stalino. If you took Moscow the game is over already, but in most cases vs a good Russian player that should never happen. The numbers are basically 100,000 men per turn for Russia at this point, if you can roll over most of the deep southern manpower centers that number drops below 70,000. So your basically “killing” 30,000 men per turn in 42, then in 43 the number drops off even more as the *’s are as follows Man Power: 2664 42/50 43/35  44/30  45/15 so by 43 the 70k drops to 50,000 this is HUGE. So at this point you’re far ahead of the curve and a solid Russian offensive will not start until 1944 and the front is a 1000+ miles from Berlin, game set match.

You should have Oka north under AGN and have 16th, 18th, 9th and 2nd Army holding this area. 3rd PG is Storm Trooper Army used to crack and enemy line or can be used to clear a tough area south of the Oka.

So north of the Oka your lines should be along rivers with 1 or 2 divisions in the front line and a regiment in 2nd and a FZ in the 3rd. This area generally holds until summer 44

All Infantry should be set on ready and 93% ToE and mobile units on refit and 93%.

So below the Oka and east of the front lines area 100’s of manpower centers within easy reach which are not listed on the map, but first you will have to capture about 100 divisions. 

I basically keep all my panzers in an area that’s about 20 hexes wide. You will want to make nice small but solid pockets. You do not want them in a small area, your need to spread them out some.
You should still have 100 or so SU’s in OKH, use them as needed.
Best use of Air power, rolling thunder.
The front is harder to crack in 42.
2x bomb the front line units where you are going to break through. Then once you win the front line battles, bomb the next row of hexes. Some of these units have now been bombed 4 times and forced to retreat. The CV might say 20, because they are in a FZ, but really it is more like 5 because most elements are fatigued. So attack the 2nd row, you force them to retreat now bomb the 3rd row. Basically you only need to do hasty attacks after the front row has been pushed back.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:39:58 PM
I call this the Pac-man strategy, it will take about 4-6 weeks of this and then there be nothing from stopping you Oka south. North of the Oka you really don’t have to do anything. South of the Oka you can over run 100’s of points of manpower and gain allot of ground you can later trade off.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:40:29 PM
B
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:42:07 PM
Phase 7 Defending 43-45

By the end the summer of 43 you have to go over to defensive. Oka north should look something like this, but with 2-4 panzer units in reserve and another 2-4 just south of the Oka. The VP count will be about GE 20,000 and SU 4,000 Germany is currently getting 147 VP’s per turn and at best the Russian player is gaining 10-30 VP’s per turn, 20 being very average from combat.
So every turn you can hold the VP locations you’re gaining about 125 VPs. You should be able to keep gaining ground right up until July 43. Do your best to hold the Oka river line during winter, if you can you will have a very mobile defense during the summer. Planes are a big VP drain on Germany so by late 42 move or disband all your level bombers. Only put fighter or fighter bombers in your AB’s. Keep what you have near where ever the Russian player is trying to push, I also put allot of AA in the LW HQ’s including AA regiments this helps a ton if the Russian player try bombing your AB’s. So you should have a large panzer force for mobile defense in the south.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:42:42 PM
I was able to hold the lines and not start giving ground until December 1943, because of the Strategic Objectives of 1941 and 1942.
Turn 125        VP:   Germany: 35859   Russia: 4987   VP advantage: 6.9 to 1

Armament Pts. Destroyed = 71
Heavy Industry Destroyed = 38
Factories: Vehicles 9
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:43:18 PM
So at this point I started retreating 1-2 hexes per turn in the deep south, while Oka north holds. I use most of my panzers to blunt attacks and counter attack his mobile units. As can be seen Oka north is holding, Russia has several Tank/Cav Army’s in the area but they are really next to useless in the north.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:43:50 PM
Germany is still gaining 131 VPs – 20 for combat = 110 per turn.
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:45:10 PM
Using Pelton’s formula we look at my game vs Pit
Max turns 224              Turn 160      VP:   Germany: 46319   Russia: 6705   


End Game                                               11760
Max pts per turn:                (395) x 64 = 25380
Men 1000 = 100               4,484,000 =    4484
Guns 100 = 100                 46,300    =       463
AFV 10 =100                  12,810         =    1281
Planes 5 =100                    3,800      =       760

Total                 46319                 18748 + 6705= 25453   


Germany: 46319   
Russia:     25453

German lead of 20866 / 395 = 53 turns

There are only 64 turns left and I am still getting location VP’s plus normal from combat. Pit would need to hold all the Russian VP locations for 53 turns plus kill every single one of my units without losing any units of his own.

Normal combat is about +25 per turn for Russian-zero pockets.

Bitter End Ratio:
5.0+ Decisive
4.9 to 2.1 Major
2.0 to 1.1 Minor

So you don’t need Moscow only the land north of it.

Turn 210      Max turns 224     VP:   Germany: 56128   Russia: 9638   


Bitter End Ratio: VP advantage: 5.8  to  1
5.0+ Decisive
4.9 to 2.1 Major
2.0 to 1.1 Minor

Armament Pts. Destroyed = 71
Heavy Industry  Destroyed = 38
Factories: Vechiles 9
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:45:59 PM
C
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:46:35 PM
How Supply “works”

By  EwaldvonKleist

How supply works:
There are two kinds of distances for supply purposes:
-MP distance: Equal to the MP cost for a 99 morale motorized unit to move from the supply source (Railhead, HQ, and city) to the receiver
-hexagon distance: Number of hexagons which have to be crossed on the shortest way from the supply source to the receiver, regardless of hex control or type (=as the crow flies)
Any combat or FBD/NKPS unit can draw supplies from the HQ it is directly attached to, a city or a railhead. It is in most cases more efficient if the unit draws its MPs from the HQ instead of other sources.
Supply from HQ:
The following conditions have to be met so supplies can flow from the railhead to the HQ and from there to the units:
1. MP distance unit-HQ: <21MPs (not taken into account if the hexagon distance is <2)
2. Hexagon distance unit-HQ: <6hexagons
3. MP distance eligible HQ-railhead: <101MPs
4. Hexagon distance HQ-railhead: <26hexagons
Therefore, the maximum distance from the railhead which still allows unit resupply is <31hexagons and <121MPs.
If the conditions 3&4 are not fulfilled, the subordinate unit can still be supplied from the dumps which existed in the HQ unit. The conditions 1&2 still have to be fulfilled in this case.

Supply from railhead:
If the conditions for HQ supply are not met, the unit attempts to draw supplies from the closest railhead if the following conditions are fulfilled:
1. MP distance unit-railhead <101MPs
2. Hexagon distance unit-railhead <21hexagons
The supply delivered is reduced to 20/MP distance for MP distance >20MPs.
HQs and supply:
During the logistic phase, the HQs serve as a supply source to directly attached units if all conditions are met. The units will be first resupplied from the dumps in the HQ unit. If the dumps are used, the HQ draws more supplies from the railhead and tries to satisfy the need of the units with it. If the supply situation is good, the HQ then stockpiles dumps for the next turns.
Cities:
HQs and units can draw supplies from cities if the hexagon distance is <2.
Special rules:
Airbase units, fortified zones and security units resupply individually (not from HQs) without penalties (new in 1.08.09)

Motor Pool:
Number of free vehicles (not in units or used for HQ movement in the last turn). The need is determined by the supply need and transportation cost during the last turn. Basic number is ½*generic vehicles. Trucks taken for HQ movement is equal to Dumps*MP used/50 for every HQ.
Truck attrition:
Dependent on the use during the turn. Generic vehicle attrition is proportional to the movement.

General supply (fuel) tactics:

-keep your units in HQ supply range
-air transport fuel (more efficient if the distance to a friendly airbase is <2hexagons)
-convert hexagons in your line of advance with one unit, the next turn the other units will not pay the MP penalty for entering pending hexagons, important for motorized units because there fuel need is proportional to the MP used, not the distance travelled

Special tricks:

-optimal HQ position is between the railhead and the units, but 5hexagons away from the units (I have run tests for this and Pelton confirmed this)
-if supply/fuel dumps are moved in a unit, this also requires trucks like if it were moved in a HQ (I have run tests for this, still waiting for a confirmation from Pelton or someone else who should know this)
-I don’t know whether it is more efficient to move dumps with the HQ or the unit truck wise. I have no idea how to test this without getting used with the editor and create a special test scenario. Anyone else knows this?

While doing the tests/putting the saves in folders/editing scenarios for special tests I corrupted some scenarios so I have to reinstall: D.
It would be great if someone could contribute a similar guide to air transport of supplies, because I can’t test it at the moment.






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Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 01, 2017, 02:47:34 PM
Record to-date

GHC WitE  36-6-9
GHC WitW 17-1-0

by Pelton
Title: Re: German Guide to WitE 1.0
Post by: Pelton on April 07, 2017, 03:52:44 AM
2by 3 good with killing babys?

http://www.matrixgames.com/forums/tm.asp?m=4265599&mpage=1&key=&#4265743