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Orel/Bryansk (BETA 4) (moved from Beta test forum)

Posted: Mon Sep 19, 2011 6:39 pm
by ComradeP
OK, so it turned out only some luck is needed for Uranus, but I'm not really sure how I'm supposed to capture the southwestern objective by turn 6. I can get there with 2 Tank corps and a cavalry corps, but the defender is a dug in 7 step German division. I'm wondering why it's so good, considering that it's only a security division, but the main problem is that your logistics can't handle getting more units there in time and capable of attacking on turn 5, and you need two turns to reduce the defender's strength. I can get infantry in range, but there's a river, so they're useless.

Capturing Bryansk by turn 6 might, with some luck, be possible, but I'm happy that the turn limit is 7 for Bryansk.

I'd suggest either:

-Reducing the strength and steps of the security division.

or

-Giving the player until turn 7 to capture the southwestern objective.

The AI's not all that good at creating blocking forces, and with any reasonable blocking force and the river in place, you can forget about attacking the objective on turn 6.

The first time I got near the objective, the AI moved two Hungarian divisions north of the objective, so I couldn't attack it.
The second time, the security division destroyed most of the corps I attacked it with.

I'll keep trying, but at the moment I'm puzzled how you guys got there by turn 6 in your own tests, without large amounts of luck on combat results (such as a 10% retreat chance removing the security division from the objective hex) or poor AI unit placement.

There's also another 7 step entrenched security division.

Also: there's a typo for the German combat engineer step as it says Pionere instead of Pioniere

Re: Orel/Bryansk

Posted: Tue Sep 20, 2011 7:09 am
by Tomislav Uzelac
You sure are powering ahead... :-)

Brilliant victory should be difficult but possible in this scenario, we tested. I also think it's ok for this to be difficult: historically, the Soviets got nowhere with this operation. Their only real breakthrough was in fact towards the southwestern objective in this scenario, but that got bogged down in the forests and swamps in between.

The Briansk turn limit was eased intentionally... it's really good that you can tell just by playing. I didn't want to lock the player into one strategy - this way there is more than one way to win and you have some room to change your plans if you're out of luck.

The security divisions were a mixed bag from what I read. In this particular battle they certainly played a role in stopping the Soviets. Glantz gives no detailed OOB though, so I modeled them for effect rather than by judging their strength. 8-) If need be, we could also make them "green" which would encourage proper employment of tanks against them, trying to catch them in the open.

Let's see what the other players are saying. We just started the scoreboard, the ratings there should tell a story.

Re: Orel/Bryansk

Posted: Tue Sep 20, 2011 9:14 am
by ComradeP
If it was possible when you guys tested it, I should be able to get a brilliant victory, I'll just keep trying.

Regarding the security divisions: it feels weird that they are the strongest infantry formations in the scenario aside from the 112. Infanterie Division.

I already tried Dnepr/Donbas a handful of times, but I'm always 1 turn short for a brilliant victory due to the mud or the SS.

Re: Orel/Bryansk

Posted: Tue Sep 20, 2011 10:08 am
by ComradeP
OK, brilliant victory on turn 7, but in a really gamey way.

Only 1 Axis left by the end of the battle and it would probably have been possible to kill that one too.

On turn 1, I started converting hexes south of the Axis supply source with partisans, from west to east. My mobile spearhead linked up with those hexes on turn 3, the Axis supply source was captured on turn 4.

The defenders in the south were cut off for 3 turns by my turn 6, the defenders near Bryansk were cut off for 3 turns by turn 7. The objectives were fairly easily captured.

There were some whole unit losses, but they were acceptable and I don't think they could really be avoided, considering the strength of the Germans. Besides, I very nearly completely wiped out 2nd Panzer Army+supporting forces.

Re: Orel/Bryansk

Posted: Tue Sep 20, 2011 10:08 am
by ComradeP
The end game screenshot.

Re: Orel/Bryansk

Posted: Wed Sep 21, 2011 10:11 am
by Tomislav Uzelac
OK, I've taken a look at how you played it now. Nothing gamey whatsoever.. what are partisans for if not harrasing supply lines??!?

Normally the AI would detect partisans threatening its supply line and dispatch one of the hungarian units to clear it. But since you placed your partisans one hex further away from the rail (I'm not yet sure if this was an error or a stroke of genius), the AI never suspected a thing. :)

Re: Orel/Bryansk

Posted: Tue Sep 27, 2011 7:17 am
by willard
I just plaued this one for the first time, and was happy with a 460/700 victory. I actually got Orel one less turn than required. I like the longer time limit as well. I didn't feel as pressured to constantly be advancing 2-3 hexes at least every turn. I don't know if I'll ever get a brilliant victory as ComradeP did, but it was a lot of fun! I'll have to remember that trick with the partisans :roll:

Re: Orel/Bryansk (BETA 4)

Posted: Fri Oct 14, 2011 8:59 pm
by 2xPelin
Locked - updated in new release.

viewtopic.php?f=19&t=346

Re: Orel/Bryansk (BETA 4) (moved from Beta test forum)

Posted: Thu Dec 08, 2011 4:53 pm
by 2xPelin
Topic moved from beta test forum. Continue discussion here.