After reading most of the posts on the AAR VOTG campaigns, what strikes me the most is how many of the players are getting way too many units killed on the first day or two of the campaign.
I really have zero clue why the Germans are so willing to sacrifice so many of their Stug III's, and conversely how/why the Russians are losing 85-100 CVP on the 1st scenario. I suppose if things go really badly you can lose that many men, but really guys, this is supposed to be a 15-20 scenario fight. Killing off most of your men early means the Germans will almost always win the campaign on Days 2-4 as there is nobody to put in the way to stop them from taking the majority of the map.
OVERALL TACTICS:
Don't get too many men killed for ground you will eventually lose
Always make sure to lose the first 2 or 3 Night Scenario's to get the HUGE advantage of the -2 campaign balance DRM. It really makes a difference when buying infantry and losing 5 or 6 straight scenario's does not matter if your forces are still intact on Days 4-6.
Kill Germans vs. just breaking them. Many times this means avoid shooting at a juicy stack you might break and instead pick on broken units so they are dead and can never shoot back.
Try not to put too many men in Upper levels. German MG firestacks in this game will always be 36FP with -2 leaders. Avoid them by moving to blind hexes and wait for the Germans to advance and take the first hard shots (assuming the day does not end first).
Don't worry about losing a lot of the Map. Russians will always lose 1/2 the map in the first 2-3 days, just don't get too many men trapped in pockets trying to hold ground you will lose.
Try and kill good German leaders, ignore the "cheap" -1 leaders if possible. There will be a lot of 9-2 and 10-2 leaders in the German force pool. Try and pick on them one at a time and shoot them until they are wounded and/or dead. Eventually they will break with the FP that the Russians have in this game. Shooting the more agressive -1 leaders will let the #'s of really good German leaders grow to be too much to hold against.
Don't purchase "throw away" FPP. Buy a lot of ? counters to keep the Germans guessing early (when he has lots of big stacks shooting until you can hide from them). Don't buy mines and wire much as it will be bypassed and is extremely expensive. Also try and limit the # of fortified locations until you have an area you really want to hold (generally east of Row X).
Counterattack every night for at least the first 3 days. Unless the German plans to play a 0 ELR game the first 3 days will result in +14 DRM for ELR. If the Russians buy 2 companies of Guards and at least 1 platoon of infantry at night they will have enough DRM to likely survive ELR of 3 until the end of Day 3. After that, if the Germans attack don't bother to counterattack until later in the campaign.
Infantry purchases only in reserve no matter what. Save CPP. The extra -2 DRM from campaign balance and only buying in reserve will give you a couple of extra unit groups by Day 4 that will be required to buy more bodies to feed the lines.
Avoid expensive artillery early. While 120mm and 150mm artillery is fun, if you plan on running, don't buy it. Only consider the purchase after the 1st idle day when the casualties will be really big on both sides and you have a solid line to hold for a few turns.
Set DC only in cellars. Don't, like I did, buy them on ground level when there is a big stack of Germans to blow up and have the extra + effect of enemy troops make the DC dud. It stinks to waste 15 FPP, so stick em in the cellars and blow up buildings more easily.
Don't buy Molotovs. 2 CPP is really expensive when there is very little burnable terrain. The extra FP is not that great for the cost when you have be point blank and might break trying to get them. Save the CPP for the dozens of other things you need.


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