AAR for SSG's Across the Dnepr 2

Started by ComradeP, September 25, 2013, 12:12:19 PM

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ComradeP

#30
Note: screenshots are taken using the replay feature, which means the end of the Axis turn screenshots actually show the situation at the start of the Soviet turn and the end of the Soviet turn screenshots are taken at the start of the next turn (so they show the situation at the start of turn 2 in this case).

The initial plan is to move 3rd Panzer Group across the Dvina to outflank the Soviet defensive positions and to move 2nd Panzer Group across the Dnepr to find weak spots in the Soviet defensive line in the area. The destruction of Soviet units in the south currently has priority over the destruction of the units in the north.

The opening in the north is below average in some ways, as Vitebsk wasn't captured, but numerous Soviet units were destroyed/encircled, and not capturing Vitebsk also prevents an earlier AO expansion for the Soviet units east of Vitebsk (those units can't move forwards until Vitebsk falls)

Leg, horse and motorized leg movement type units can move across major rivers without using a bridge, motorized and tracked units require a bridge.



Near Orsha, the two Soviet Rifle divisions in the woods southwest of the city have suffered significant losses and will be largely destroyed soon. As 2nd Panzer Group needs to get across the Dnepr, I'm not moving much closer to Orsha until a solid bridgehead has been established.

Around Mogilev, progress was excellent. The special attacks were used to destroy 4th Airborne Corps and several units in the Mogilev area. 4th Army has been destroyed, including the Army artillery regiment that often escapes as it can only be reached by one unit, requiring careful positioning.



The Soviets reinforce Vitebsk and form a line in the north and south along the minor/major rivers during their turn.





The shellholes on the map are artillery residue which can appear after artillery fire or combat, it gives an OP penalty and will go away after 1 or 2 turns depending on whether it's heavy or light.
The fact that these people drew inspiration...and then became chicken farmers - Cyrano, Dragon' Up The Past #45

ComradeP

#31
North:

14th Motorized arrives, all of my motorized/Panzer divisions are now on the map.

Vitebsk falls, thankfully I got good rolls. In the DB series, in order to get an overrun when rolling double dice (there's a double dice chance when more than a certain number of steps are in a hex, the chance moves from 25% to 50% to 75% to 100% for each additional step beyond the threshold), the first roll needed to be an overrun result. In Kharkov:DotD and AtD2, an overrun also occurs if the second die roll is an overrun result. Example: I needed a 6 to get an overrun and be able to attack again. In the DB series, I'd need (say) 6 and 4. Now, a 4 and 6 result also works.



South:

The 1st Cavalry division and the first of many infantry division reinforcements arrive. Initially, I'll get about 2-3 infantry divisions as reinforcements per turn on average.

Mogilev falls (good rolls again) and a bridgehead across the Dnepr is established. My opponent may not have been aware of how far my units could move across the major river.

The Soviets have 3 T-34 battalions, which have a good Tank shock and can be dangerous. One was destroyed this turn, a good start.

Urban combat is ugly, so I'm happy that the cities were taken with fairly light losses.



Soviet:

North:

The Soviets have entrenched the encircled units north of the Dvina in the marshes, I'll keep a screening force there and will let them run out of supply. There's a 30% "attrition" chance for supply, if the unit fails the check it loses 1 supply jerrycan. The encircled Soviets have 3 each. Attacking them automatically removes a supply jerrycan, but attacking them is not worth it at the moment.

The Soviets form a line along the Dvina. The Dvina is, however, too long to defend adequately, and future turns will show the Germans can use their mobility to exploit that.



South:

The Soviets leave a division in Mogilev and withdraw eastwards.

There's a "counterbattery" spotting chance when artillery fires, which makes artillery visible to the enemy. The VVS bombs and destroys one of my artillery units this turn, a fairly good one (KIA at a 3) which is unfortunate but I'll get plenty of artillery later on. There's very little you can do to prevent the destruction of artillery by air strikes, aside from moving the artillery after firing (each move decreases the spotting chance by 25%) placing AA in or adjacent to the hex so the Soviets need to roll a 5 instead of a 6. Luckily, the Soviets don't get many air strikes.

The fact that these people drew inspiration...and then became chicken farmers - Cyrano, Dragon' Up The Past #45

ComradeP

#32
The red figures with a 1 next to them are Soviet detachments lasting 1 turn. Blue variants are mine.

Turn 3:

North:

The Soviets have abandoned the area across the Dvina north of Vitebsk, a wise choice. The Soviet line is slowly moving eastwards.

14th Motorized is driving towards Nevel, the other mobile units try to lengthen the Soviet flank to such an extent that a withdrawal will be made.



Center:

Several infantry divisions begin to put pressure on Soviet positions near Orsha.

The bridgehead is widened. Interior lines are now open east of the Dnepr, which will allow rapid redeployment to probe and attack weakspots to unhinge the Soviet line.



South:

An infantry division moves across the Dnepr in the south. You can cross here on turn 1, but I prefer concentrating my mobile units. Strike with the fist and not with the fingers spread.



Soviet:

North:



Center:

The Soviets form a fairly good line east of my bridgehead, but it can't be strong everywhere.



South:

My infantry and Das Reich face no opposition for the moment.

The fact that these people drew inspiration...and then became chicken farmers - Cyrano, Dragon' Up The Past #45

JasonPratt

#33
Quote from: ComradeP on October 06, 2013, 11:19:34 AM
Barbarossa, the summer/fall 1941 campaign and a few winter scenarios. Not as many scenarios as the Red Turn DLC due to having fewer battles to work with, but still enough to make it a solid DLC. The DLC's close to completion, so a release in the next few months (November-December) seems very likely.

Work on UoC 2 has already begun as well.

Huh. I'm kind of surprised, since Barb is generally regarded as an overrun -- not sure how to translate that properly to UoC, but considering the awesome previous two entries I'm not complaining. :) I was thinking a central or northern drive (post-Barb) would be more likely.

Loving the AAR by the way. :)
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