German Guide to WitE 1.0

Started by Pelton, April 01, 2017, 02:07:11 PM

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Pelton

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.

Pelton

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.

Pelton

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.

Pelton

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.

Pelton

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.

Pelton

I just blow through the runners defenses.

Pelton

The stand and fight guy I manage to cross the river to south of land bridge and move some panzers to north side.

Pelton

In the south vs the runner I drop Kharkov turn 5 and rip a nice hole.

Pelton

In the south vs stand and fight guy I form another pocket.

Pelton

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.

Pelton

By turn 10 it's over as can be seen in the north vs the runner and I have all the best terrain.

Pelton

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.

Pelton

In the north The Stand and fight guy I start a right hook. Wow looks like Leningrad might not be taken 

Pelton

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.

Pelton

In the center your basicly setting the table for operations once all the panzers from the North arrive and possibly some from the south.