Axis Turn 3
OK, the guys are running on fumes and now the big thing is to go in and note the BOP and RMC that each unit gets so that as you move them up you can build fuel reserves back. Basically, most Infantry get 12 BOP and 6 RMC, so move 18 of 20 when they are full and you want to maintain that state, and move 12 when you want to go forward but build some reserves back.
That said, there was still enough gas in the tanks to see the following:
Unfortunately, there were not enough Axis units which could move to the various places to take advantage of ALL the overruns, so I had to pick and choose what attacks to make.
The most important one, I felt, was the unknown up at Pskov--it is a rail-net junction and so is critical to the Axis advance. Moving up to reveal it showed I could get an overrun on the fort
but even through the CRT says that these forts have no shift modifier, they do come in with a -1. What this means is that after the fort is gone you can't
get an overrun on the city since there is that 255 Attack factor limit!
But, 10-1 Urban attacks have a 2/3 chance of forcing a retreat, so I leave a hex open to the west, move up some arty and the defenders are forced out back towards my slow infantry. Now the Soviets can
be overrun and are dispatched. This will be a basic tactic--the 10-1 and force to retreat from a city. Note that this IS bloody for the attacker, but the Axis needs to MOVE right now and can't wait around to seige--this is blitzkrieg
In a similar vein Mogilev is taken, but I had to leave an escape hex to the SE since no-one had enough fuel to cover it. However, I damaged the defenders enough that a follow-up killed them both.
The next most important objective here is Velikye Luki--another rail-net. Lack of attacking bodies means I can't really pop the fort AND force him out, so I settle for the overrun on the unit to the south and popping the fort. As I bonus I make the hole a little bigger and interdict here. (Vitebsk is mostly unimportant since it doesn't really connect to anything, so by taking the ends I can flank him and/or force him to retreat anyway.)
I cleaned up everything to the south except Gomel which I encircle to ensure they DON'T escape to fight again another day...
So now it looks like this at the end of Axis Turn 3: (Note how I STILL use units fast units with fuel--i.e. arty!--to grab land in the north and center)
The Soviets have lost 125 units--what will save them now is that the Axis can't advance to attack them anymore! If they drop back 3 clear hexes they can be safe from the exhausted Axis Infantry EXCEPT those that have moved up by rail or managed to hang on to some fuel reserves...
The rail-net is the really cool feature of this game--you get 9 trains to use each turn for the Germans, and you need to use them to:
1) Move the Luftwaffe up to provide defensive coverage over a large area,
2) Move some supply trucks up--winter is coming!
3) Move fresh troops up with full fuel tanks to continue the assault
It makes you really think about what to use them for! I moved up a supply truck and a Luftwaffe to the south and for the rest moved up some fresh armor and infantry in the north and the south.
The north especially is wide open what with the last gasp of the AA unit grabbing land to make it easier for the Axis to push forward on turn 4--what can the Soviets get in front of them?
Unremarked is that the Finns pulled back a la a possible house-rule but they did knock a step off the center fort in the Leningrad line. I was surprised to see that it wasn't self-repairing. Should it be?
Pushed the Brits back out of a desert hex but am concentrating more on the Soviet atttack--Manny can show us what the Brits can do if the Axis is asleep down there!