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Semi historical attempt

Posted: Mon Apr 01, 2019 7:53 am
by captainjack
I thought I'd have a go with a semi historical force. I was using Nico's modified DLCs and equipment file - I use a few tweaks - Somua S35 has HA8 which makes it useful as a captured unit into at least 41, horse transport has move 4, and I extended the range of the Do17 by 20 (it outranged the 109s in real life).

Nico's 39 issues you with a Panzer 3 and allows free purchase.
1st Infantry (2 x inf, one horse drawn PaK 36 and 75mm)
2nd Light 2 x truck inf, truck 105mm, hero Panzer 3)
109d, 109e, 2 x do 17 (I'm planning ahead for the 217 in 41).
88mm AA and a Corps Kradschutzen.

Over time, the light division ended up as a motorised division, I added an SE division, a Mountain division (which converted to paras for 41) and a pioneer assault team (paired with 2 move hero 105s) and panzer divison (2 tanks, 2 inf and 2 guns).

I did very well for heroes - lots of +3 A and D, and a few +2, very few +1, hardly any spotting, 3 move and 1 range hero for the artillery. The main disappointment was both strat bombers getting +1 initiative in the same scanerio in 41. I got through to the end of 43 with a reasonably good unit mix - a few more Panzer IV amd fewer tigers than usual, and about half the 105s converted to 170s. Though I tooke more casualties, I could easily afford elite reinforcements between scenarios and a bit more selectively in game. I stopped at 44 mostly because I'd been sick and lost a 4* 88, 4* and SE grenadier in the same scenario due to lack of concentration. I also played for 2 or 3 scenaiors with Panzer IV F because I didn't notice the IVG was available. Stupid mistakes are equally destructive, whichever force structure you choose....

Now recovered, I tweaked a few unit stats and added a 75mm infantry gun and mountain gun (2 move but not as good as the standard 75), raised Panzer 2 RoF to 110% (SE to 120%) and buffed the AT a bit before starting again and swapped 38t and Panzer 3 HA as the KwK 36 was no better than the PaK 36. Also included a self-imposed plan that I would only restructure, do out of series upgrades and full overstrength between countries or campaigns. Within a campaign, only +1 overstrength and within -series upgrades. Unfortunately the lame heroes have returned in force - so many spotting heroes that I thought a +1 attack was good.... However, I have done surprisingly well with a Panzer 2 (downgraded from the initial hero Panzer 3), Kerscher's 38t, an SE Panzer 4 and an SE Panzer 2. Just clearing out Calias now and the captured Somua is very welcome for a bit of solidity in the tank line....

Key lessons for me: The divison structure helps focus on objectives better, so I got some very good results but with a few more core losses than I normally would take.
The slightly weaker units make it more important to concentrate more and plan attacks a bit better. So, an interesting and fun way to add a bit of variety annd extra challengs without quite as much stress as Manstein and double Rommel prestige restrictions.

Re: Semi historical attempt

Posted: Fri May 24, 2019 1:02 am
by captainjack
I had another go through 39 and 40, again with Nicos' modded campaigns and a slightly tweaked version of his equipment file.
Nico's mod starts with a hero-Panzer 3, which I converted to a Panzer 2. Light divisions were 1 panzer (Pz2 in one, Pz1 in the other), one infantry a truck, one artillery (a 75 and a 105) and one recon (either the 6wheeler or a kradschutzen. Infantry was 2 on foot, horsedrawn infantry gun and horsedrawn 37AT. Fighters were paired with strat bombers.

I decided that I would only recruit, overstrength, upgrade and reorganise between campaigns, so once started in Poland, I would stick with what I had until I moved to Norway. I will reorganise part way through France, because there was some historical reorganisation, and of course between DLCs. I use elite reinforcements where it preserved the experience level (without overstrength this is affordable in 39 and 40, especially as a lot of units are cheap). Deploment is by divisions as far as possible, (though with a little flexibility when I have 2 or 3 slots and a 4-strong division). Though I don't use Soft Cap, I am only using 60% prestiuge (I coudl probably manage on 50%).

Poland wasn't too diificult, even though I missed being able to overstrength units. However, the skirmish with the Russians was a bit of a shock to the system, even though Nico's mod awards two core Panzerjagers. I lost my Panzer 1 to a concerted attack including a KV1. Being able to upgrade, reorganise into Panzer Divisions (2 tanks 1 infantry, 1 gun with one unit using half tracks) and overstrength for Norway was very welcome. However, the difference between starting at 12 strength and finishing at 10 was starting to become noticeable, especially for strategic bombers where strength affects bomber efficiency.

France allowed another welcome reorganisation and a few upgrades - I now have a Panzer 2, a38t, a Panzer IVD (reformed from the Panzer 1) and the SE Panzer 2. You know you are having a challenge when an SE Panzer 2c is appreciated! The mix of light and mediums isn't too far off the front line mix of units in early 1940.

This is presenting some challenges - my Corps unit - currently formed of SE, named heroes (Kerscher and Oleh Dir) and captured units is getting a bit too big but I can't reorganise at the moment. Also, I had previously got very used to fully overstrength bombers, artillery and AA and +1 on most other units, so fighting at 10 and 11 strength is a bit more work. The restrictions on buying or converting units and on deploying by divisons is also having an influence, as I will not only need to split off an SE division from the Corps to keep them at managable sizes, but probably need to create a separate engineer division to allow more flexibility in deployment.

Re: Semi historical attempt

Posted: Sun Aug 04, 2019 4:01 am
by captainjack
I didn't want to hijack RVallant's Diverse Force thread, so here's a few things I've been trying out which have encouraged a more varied forrce.

I started with Nico's equipment file,but have noted changes. I;ve ignored changse for non German mods I've been working on, most are just to see if I could make towed AT etc a bit more usable and add a bit of colour.

Infantry:
No major changes

Tanks:
British 2 pounder tanks SA3 and HA8. Reflects lack of HE shell and 2 pounder being better for AT than the typical 37mm. Crusader tank armour now slightly better than Cruiser MkIV, Churchill Move 3 from 4 (Valentines are faster so worth keeping). Mark VI gets 2HA (for 0.5" gun), VIC gets HA3 for 15mm Breda. Added Mk II Vickers Light for use in Desert and early scenarios. Matilda 1B with 0.5" gun SA2 and HA2. SE tanks added (definitely NOT SE Matilda 1)
French: Somua 35 HA to 8, Char B1 has Fortkiller trait
German: Panzer 2 gets 110% RoF for the autocannon (SE 120%), 37mm tank gun HA 6 (same as PaK 37), but 35t now HA6 and 38t now HA7. This also makes the 35/38 more of a keeper, especially since Nico;s mod give it spotting and some upgrades. SE panzer 2s now up to 2G.

Recon:
No major changes

AT:
Added +2 Ini as even when defending with +3ini, often tanks fired first. +2 seems to even it out enough. Added a switch for many types to overwatch - 1 move, arty type but with otherwise identical specs to provide defensive fire in some conditions. RoF80% seems to work about right, but might try 70%.
Towed 25mm and PaK37mm have 2 move.
Added captured Czech 47mm as SE gun (along with SE horsepull) which upgrades through Panzerjager, Marders, Nashorn and eventually Jagdpather and jagdtiger (but not Stug).
Jagd tiger has HA28 from 128mm gun - great if you can bear the slow speed and low fuel, low ammo.

Art:
German 75mm Range so you now trade RoF, ammo with 105 and 155. Added IG75 2 move 2 range, lower ammo RoF100%, Also Sig33, move1 range 2 with upgrade path to SP SiG33. Both Infantry guns can be horse pulled.

AA;
no changes.

Structures:
no changes.

Fighters:
no changes.

Tac Bombers
No current changes though I have used a switch for 110s and 410s to switch to fighte with reduced SA and HA but same INi and AA. So although not very good fighters (except for Rudel and Lent), they can at least provide defensive fire and get the fighter's +2 experience bonus.

Strat bombers:
Do17 now has more range than Bf109 (It's actually useful with 55 fuel). Alternative heavy bombload version with standard range and 4 ammo but slightly better HA and SA.

Unit formations
As updating my mods is hard work and I've been very lazy recently I have only tested out German unit structures.

Divisions only get restructured between campaigns (eg Light division to Panzer Division; units swappeed between different units to maintain balance; spotting hero infantry becomes kradschutzen, and +3A, +3D krad becomes awesome pioneer), but new units can be formed with new purchases or from reserves as and when required.

1939/early 1940 Start
Infantry division. Light (2 wehr 39 on foot, Pak37 with horse , IG75 with horse), Heavy (2 wehr 39 on foot, SE47AT with SE horse and SIG33 with horse)
Light division (Panzert 35t or Panzer 2, Sdkfz222 or Kradschutzen, 39 wehr with truck 75mm with truck).
Air one Do17 plus a 109d or Do17 plus 109E)

Corps units - Pioneers, towed 88mm, some extra 105mm plus truck.

1940 onwards
Infantry divisions - 47 AT converted to Panzerjager, Sig33 converted to SPrt Sig33. Else unchanged.
Light Divisions were converted to Panzer Divisions with 2 tanks (35 t and a 38t or SE Panzer 2 and a panzer 4) 75 or 105 with truck, inf with truck or kradschutzen.
Air now 2 units of 109E plus Do17, and Lent in his 110.

Corps units - Pioneers, towed 88mm, some extra 105mm plus trucks and strays (eg towed AT when it was replaced by SE Panzer jager, reserve captured units).

1941 Start
Infantry unchanged from late 1940.
3rd panzer division Panzer IVF and 38t, inf in HT, Kradschutzen, 105s with HT.
4th Panzer division has grown to SE Panzer 2G and SE Panzer IV F, Stug 3, towed 105 (Htrack), two pioneers).
5th Panzer - 2 Char B1s, Inf in HT and kradschutzen (used to bolster one of the other units).
9th Panzer - special units from Simferopol (?), Panzer 2G, special mountain inf, plus nebelwerfrer in HT
Air - Rudel in 110 and special fighter from Sedan usually replaces spotty fighter, now 109F, Do17 now Do217

Corps units - towed 88mm, some extra 105mm plus trucks and strays (eg AT, spare tanks).

1941 End (current force after Demyansk)
1st 2x 39inf on foot, 75mm IG with horse, SE Panzerjager (to be converted to SE Marder 2)
2nd 2 x 39inf on foot, SiG33 SPArt, SE Marder 2.
3rd panzer Panzer IVF (to become F2) and 38t, Grenadiersin HT, Kradschutzen, 105 with HT, 17cm with HT
4th Panzer SE Panzer 2G and SE Panzer IV F (to become F2), Stug 3, towed 105 (Htrack), two pioneers.
5th Panzer - 2 Char B1s (about to be replaced by captured KVs), Inf in HT and kradschutzen.Will have one or two guns added
9th Panzer - Panzer 2G, special mountain inf, plus nebelwerfrr in HT and the 5 shot SPArt on a Panzer 2.
Air - Rudel and Lent in 110, 2 x Do217, 2 or 3 109F (spotting hero usually sits out).

Corps: towed 88, captured T34s and S35, 2x17cm, Sdkfz7/1, PaK40 with truck. Recon rudel, spare Do217.

How it's worked so far
The first thing is that 3 move infantry aren't as slow as you'd think. Often the speed is controlled by the need to keep near the guns. The 2 move Pak and IG are useful by allowing a two move while ready to fight, but with a bit of practice, even the slower 47AT and SiG didn't seem to cause a big problem (though I did appreciate the SP upgrades when available). Even in Russia, the two walking infantry divisions are always useful and always fighting. They are also very cheap to reinforce (even in-game).

Deploying by formation does make it more important to study the map carefully to see where to get the best from the more mobile units. Also, my decision to deploy by division as far as possible does means that sometimes the balance of units isn't quite what I'd like so it encourages a bit of experimentation - how to deal with a strong tank force when you have two inf an AT and an artillery unit can be a bit of a tricky situation.

I've lost a few more units that I used to (about 1 extra per campaign), but not enough to matter and if they have good heroes I can reform them.

I've generally been able to maintain unit integrity during most battles (so 1st stays as a group, 2nd stays as a group etc) but not always. If they do I try to reorganise at the first opportunity. The advantage of doing this is that the unit structure is retained as long as it''s useful, but can be adapted when outdated.

I've got DVs in all but Vyazma (7 turns of rain to start).

Would I do it with a standard equipment set? Maybe but I would have much less variety of units - SIg33 and Ig75 replaced by trucked 105s, and therefore trucked infantry would be more tempting and then more Panzer grenadiers since the trucks compensate fro the lower move. I suspect I would have given up on the AT by now and be using a second towed 105 instead.

Tank units - much less variety. The panzer 2s would have gone for 4s at first opportunity, though Nico's mod makes 38t worth keeping to around 1942 for the extra spotting (especially Kerscher with +2 spotting and I got spotting as second hero so he's now got 6 spotting - quite useful, even in snow and rain). I'd have long ago ditched the S35 but probably kept the Char B1 until I got KV1s and maybe used the Matilda occasionally.

Air - probably would still start with Do17 in Poland to get experience for when the 217 is available but quickly retire it for He111 (to convert to 177 later) and some Ju88 at least by Norway.

Brilliant? I doubt it.
Historic? Maybe a bit more
Fun? Yes, an interesting challenge, both from using a divisional structure and from using a wider variety of units.

Re: Semi historical attempt

Posted: Sun Aug 04, 2019 4:06 pm
by guille1434
Hello Captainjack:

Very nice and interesting post. It gave me some new ideas to incorporate in my custom equipment file (also based on Nikivdd's work). About the 4,7 cm Pak gun used by the Germans (captured from the Czechs), I think it is a very interesting addition to the unit roster, specially to complement the weak 3,7 cm Pak 36. Also, your comments gave me an idea about that gun and the Panzerjager I tank hunter vehicle.

I would test to put the Panzerjager I in the tank class, in order to include it in the same upgrade family as the Panzer I tank, and give the PzJager I a switch to the AT class... That way, you can upgrade it from Pz I tanks and use it as a tank (too bad the fixedt trait has no effect) with full mobility, and to switch it to the AT mode to take advantage of the Initiative bonus given to AT units against tanks (nice your idea of giving +2 init to some AT units!) but with 1 hex move only (some sort of "ambush" mode switch). I think it could be a nice idea...

As a bonus, here is an icon for the 4,7 cm PaK 38(t) as the Germans denominated the 47 mm vz.38 At Gun.

Thank you and greetings!!

Re: Semi historical attempt

Posted: Tue Aug 06, 2019 8:04 am
by captainjack
Good idea for the Panzer 1 to Panzerjager coversion. This would be particularly useful when playing Nico's More Panzer Corps mods as an upgrade path makes the Panzer 1 potentially more attractive (I usually play with infantry and guns only in the Spanish Civil War scenarios). As I'm currrently using the 47mm as an SE unit it wouldn't be hard to script a unit upgrade.

The standard-style uncrewed icon is nice. I actualy started using the Czech when AK Rebel posted a crewed version just as I was about to start another playthrough and I thought "I could use one of those".

One day I really will stop playing and get back to finishing off my British North Africa mod, my French mod and my BEF mod...).

Re: Semi historical attempt

Posted: Sun Aug 11, 2019 6:49 am
by captainjack
Just finished 1942 East via Stalingrad Ruins.

Not surprisingly, the Panzer 38t and Panzer 2Gs were struggling in 42 and the SE Panzer 2G was destroyed twice in the campaign, but is now up to 1* and hopefully heading for upgrade. Less fortunate was Rondorf in his 2G. I was putting off upgrading him until Tigers were available, so I could field a 4*, multi-hero monster without the cost of a IVG upgrade on the way. Unfortunately, three T34s and a KV1 had other ideas, and caught him just as he ran out of fuel so he was unable to run away on 2 strength. Snow is not fun for tanks.

The unit structure is due for an overhaul in most cases the size and balance isn't quite right for what the Russians are fielding. I haven't yet decided on the structure yet, but the main options for Panzer Divisions are 2 inf or grenadiers in HT, 2 tanks and 2 guns, or 2 tanks, one inf and one gun. Surprisingly, the basic infantry division is still useful - 2 Wehr 39, a gun and an AT. Currently the guns are an IG75 (2 move, 2 range, horsedrawn) and a SiG 3 on the Panzer 2 carriage. The fact that the foot and horse don't need fuel is a big benefit in snow, when compared with the slow and fuel hungry half tracks in other units. I'm thinking of bringing in a motorised infantry unit - probably 2 inf and 2 towed guns in trucks, plus a towed AT and maybe a captured or obsolete tank, though a 4 strong unit with 2 inf in trucks, Stug/Spart and SPAT or tank might work as the motorised version of the basic infnatry unit .

The standard infantry AT are currently SE Marder 3H (pure coincidence I got 2 in the game I introduced them). For a bit of variety I picked an SE AT series of Czech 47, through to Panzerjager , Marder 2, Marder 3H, Nashhorn and then Jagdpanzer and Jagdtiger. The marders have been surprisingly useful at 4* in Stalingrad, although in part because Nico's mod gives PaK 40 HA 16 (rather than 1 point better than the Pak38), so the SE Marders with Pak 40 get HA17. The overwatch switch has been useful from time to time without being overpowering.

Re: Semi historical attempt

Posted: Tue Aug 20, 2019 9:47 am
by captainjack
After reorganisation I ended up with the original 2 infantry units (one with an SE Marder 3H and one with an SE Nashorn). The trade off between the 88 gun, low ammo and 8 GD vs 75mm gun, 7 ammo and 13 GD is a tough one. I'm definitely looking forwards to the SE jagdpanthers becoming available.
I ended up with two panzer divisions - panther plus IVG and two HT grenadiers or 2 HT infantry and 2 guns (HT or SP) an assault division 2 pios, Elefant, panzerwerfer, Stug 3 and a HT105.SE division (ended up with 3 tigers a panther a 4G, Oleh Dir and SE grenadiers plus 2 SU122), 3* and 4* SPAA (4* with +3A), 4*towed 88, and a few strays including a heavy division (with a tiger and a KV1C with+3A). Plus Oleh Dir 410, fighters and Do217s (one with +1A - whoo!).

Having just finished Kiev 43, it was a bit more historic than I had intended - lost 2x 4* inf and a 5* inf in Kiev and had a very close shave with my 3*SPAA (rescued at 2strength after a lot of careful thought on how to clear an escape path. Worse still, I lost one of my original infantry units (that was the 5* one). I'm starting to run low on prestige (it was around 20,000 when I started 43, now around 12,000 and have sold most of the junk tanks by now). It's gone from easy enough to getting a bit hard work, and the one or two core losses per campaign are strating to turn into more losses and much more experienced losses (retraining a reformed 3* in 41 and even a 4* in 42 is manageable with a bit of care, but 4* and 5* in 43 is much more difficult).

Factors that may be contributing the the relatively high losses and low prestige:
  • While I'm using 50% prestige setting (which isn't normally a big deal unless I have a really bad day), I've used elite reinforcements except where I can keep the same experience level (even in game where I cant pull out a damaged unit), and generally using 12 starting strength, where I'd probably be better using 11.
    I'm using AI level 1 instead of my usual 2. It appears to be a bit more aggressive than Level 2, so at L2 you have to dig out units, here they are more likely to break cover to finish off a damaged unit - dumber but more dangerous.
    The divisional structure means I have slightly less artillery than I usually would - not by much but it means a few more units with only 1 gun providing defensive fire and more work to ensure I have enough ammo to maintain defence.
    I've had very few spotting heroes (one fighter, Kerscher and a Kradschutzen) and no artillery range heroes. I normally get too many spot heroes, and at this stage the russian AA means it's unsafe to spot with aircraft, so I can't do planned retreats to reform defence lines to minimise multiple artillery attacks and can't do counterbattery fire to pick off artillery overtsrength (and as the AI only does regular reinforcements you can usually drop 3*guns to 2* quite easily which is useful). I think I should also have upgraded a few more guns to 170s as the 105s were struggling to suppress KV85s and IS1's enough to allow me to force surrenders in defensive scenarios.
    I slowed down hero acquisition rate slightly - I'd forgotten about this until the end of 43 and it doesn't matter too much for the early combat units who have been fighting sice 1939 or 1940, but it matters a lot for strat bombers, guns and later units which struggle to get enough kills under normal settings, so very few support units even have 1 hero and most front line units are on 1 or 2 still.


So here I am with my finely tuned fighting machine starting to lose its best units and facing the prospect of having to use regular reinforcements which will further drop the overall quality, which sounds a bit more realistic than I had expected! Still, I wanted to try a more historic playthrough and it's working out that way, which just confirms that you should be careful what you wish for, as you just might get it.

Re: Semi historical attempt

Posted: Tue Aug 20, 2019 3:02 pm
by goose_2
captainjack wrote: Sun Aug 11, 2019 6:49 am Just finished 1942 East via Stalingrad Ruins.

Not surprisingly, the Panzer 38t and Panzer 2Gs were struggling in 42 and the SE Panzer 2G was destroyed twice in the campaign, but is now up to 1* and hopefully heading for upgrade. Less fortunate was Rondorf in his 2G. I was putting off upgrading him until Tigers were available, so I could field a 4*, multi-hero monster without the cost of a IVG upgrade on the way. Unfortunately, three T34s and a KV1 had other ideas, and caught him just as he ran out of fuel so he was unable to run away on 2 strength. Snow is not fun for tanks.

The unit structure is due for an overhaul in most cases the size and balance isn't quite right for what the Russians are fielding. I haven't yet decided on the structure yet, but the main options for Panzer Divisions are 2 inf or grenadiers in HT, 2 tanks and 2 guns, or 2 tanks, one inf and one gun. Surprisingly, the basic infantry division is still useful - 2 Wehr 39, a gun and an AT. Currently the guns are an IG75 (2 move, 2 range, horsedrawn) and a SiG 3 on the Panzer 2 carriage. The fact that the foot and horse don't need fuel is a big benefit in snow, when compared with the slow and fuel hungry half tracks in other units. I'm thinking of bringing in a motorised infantry unit - probably 2 inf and 2 towed guns in trucks, plus a towed AT and maybe a captured or obsolete tank, though a 4 strong unit with 2 inf in trucks, Stug/Spart and SPAT or tank might work as the motorised version of the basic infnatry unit .

The standard infantry AT are currently SE Marder 3H (pure coincidence I got 2 in the game I introduced them). For a bit of variety I picked an SE AT series of Czech 47, through to Panzerjager , Marder 2, Marder 3H, Nashhorn and then Jagdpanzer and Jagdtiger. The marders have been surprisingly useful at 4* in Stalingrad, although in part because Nico's mod gives PaK 40 HA 16 (rather than 1 point better than the Pak38), so the SE Marders with Pak 40 get HA17. The overwatch switch has been useful from time to time without being overpowering.

Did you finish Stalingrad Ruins with a Decisive? I have yet to do it, and I am afraid that trying on my Ultimate playthrough will be fruitless, if I even get that far.

Re: Semi historical attempt

Posted: Thu Aug 22, 2019 8:13 am
by captainjack
Hi Goose2.
I went for MV. My strategy was inspired by the Mushroom approach (I forgot who posted that particular AAR). In essence, head north to secure the topmost airfield and then spread along teh top and work back down. Last time I had got most of the way through and though "there's only two more victory hexes to get. How hard can it be?". The answer was "very hard if you are caught by the counter-attack while out of position, so this time I cleared out the northern half - held the left hand airport by a bit of luck using just the Romanians (I'm using Nico's 43 East where he shuffled some of the units around mainly to include a few of the then-new Russian units from Soviet Corps but also to better match the auxiliaries with the troops who were actually present).
A lot of units were a bit too far over to the right when the counterattack hit, but despite snow I was able to get enough heavy armour and guns into position to hold the victory hex airfield due to having some key units in or next to rail hexes at the right time. I probably could have got the DV if I'd had a bit less snow. or been one or two turns ahead.

Re: Semi historical attempt

Posted: Thu Aug 22, 2019 3:31 pm
by goose_2
captainjack wrote: Thu Aug 22, 2019 8:13 am Hi Goose2.
I went for MV. My strategy was inspired by the Mushroom approach (I forgot who posted that particular AAR). In essence, head north to secure the topmost airfield and then spread along teh top and work back down. Last time I had got most of the way through and though "there's only two more victory hexes to get. How hard can it be?". The answer was "very hard if you are caught by the counter-attack while out of position, so this time I cleared out the northern half - held the left hand airport by a bit of luck using just the Romanians (I'm using Nico's 43 East where he shuffled some of the units around mainly to include a few of the then-new Russian units from Soviet Corps but also to better match the auxiliaries with the troops who were actually present).
A lot of units were a bit too far over to the right when the counterattack hit, but despite snow I was able to get enough heavy armour and guns into position to hold the victory hex airfield due to having some key units in or next to rail hexes at the right time. I probably could have got the DV if I'd had a bit less snow. or been one or two turns ahead.

Thanks for the detail. I know a decisive is possible on this map, I just need to play it on a doable level of difficulty, but as such the 2 times I played it were at Manstein blind, and the 2nd was that Super Hard difficulty that ended up breaking me in Tatsinskaya.

This time I will be playing on Ultimate Difficulty so no chance for Decisive. :(

Re: Semi historical attempt

Posted: Thu Aug 22, 2019 8:59 pm
by captainjack
I think that Tatsinskaya can be tough on any setting above sergeant. If I remembered to save before the choice of Stalingrad Ruins and Escape I might give Tatsinskaya a go and aim for the DV instead of watching the destruction of my army through 44.