Axis Operations 1941 Development Diary

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Edmon
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Axis Operations 1941 Development Diary

Post by Edmon »

Axis Operations 1941 Development Diary

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Before we begin, we just want to take a moment to thank all of our players for making Panzer Corps 2 the success it has been. Many thousands of you have helped make the past year an incredible time for our game. Thank you for your feedback, your cool screenshots, your awesome war stories documenting your campaign triumphs, and for supporting our game. Stay awesome, stay safe, and stay healthy out there!

Panzer Corps 2 development has not been idle, and we have the next DLC Campaign to preview to you today. We are aiming for another big year for Panzer Corps 2, and this is just the first content drop we will have for our players to look forward to.

First detailed look into Axis Operations 1941
With the conclusion of the campaigns of 1940, there is a huge question of where exactly the Axis Operations will explore next. As our historically minded players are probably well aware, many new fronts opened up in 1941, from Africa to the Balkans to Russia.

Ultimately, with the base game providing a well-developed Afrika Korps set of content, but omitting scenarios in the Balkans, Axis Operations 1941 is going East!

In our biggest DLC campaign yet, clocking in at a full 20 scenarios, Axis Operations 1941 has a ton of new content for players to dive into. In the fourth chapter of the Axis Operation Grand Campaign, we once again have more new, high quality unit models to showcase, a new utility vehicle, and a whole lot of Ostfront content to explore.

For starters, we have finally worked out the technical wizardry required to give the Commendation Point currency a permanent home in the UI! At long last, players can see their Commendation Point values at all times, instead of having to rely on temporary pop ups to keep them informed.

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This feature is currently only available in Axis Operations 1941, but we will be working hard to retroactively apply it to the past Axis Operations DLC as soon as possible.

As always, our primary mission with ongoing Panzer Corps 2 content is to provide our players with more fresh and exciting twists to the gameplay that they already thoroughly enjoy.

Speaking of twists, one of the biggest ones will be a flipping of the presence of minor nations. In past DLC, there have been a huge number of nations opposing your Wehrmacht forces, from Poland to Denmark to Norway to France and more...

But after such a string of historical victories, the political landscape of Europe has changed dramatically. Many nations have begun to sign pacts with Germany, so instead of just fighting a new variety of enemies, your campaigns will begin to see a new variety of allies to help!

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But not every nation has accepted a pact with Germany... Elements within Yugoslavia are plotting something, which is where your new campaign will begin.

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Assaulting Greece will also be a huge scenario, stretching from Italians on the Albanian front to Bulgarians trying to break through the Greek Metaxas Line.

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In additional to historical allies, prepare once again for powerful historical figures make their appearances known in many scenarios.

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Another wave of new unit models
One big improvement we wanted to add to the game was a graphical overhaul of the various Soviet infantry types present in the game. Previously, Soviet regulars, guards, conscripts, mountain, and paratroopers all shared similar model assets. For such a huge variety of units, this lack of visual variety was a problem, especially given their unique abilities and stats.

So as part of the 1941 DLC, we have upgraded all of these special Soviet infantry units with new unit models!
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Soviet Guards
• Soviets Guards did not actually exist on the onset of Barbarossa. But as the operation began to take an enormous toll on the Red Army, the need to spotlight units that were fighting with at least limited success against the German Wehrmacht became apparent, at the very least for purposes of morale.

• These veterans were first established following the Soviet Yelnya Counteroffensive, and any time you encounter them in combat you should expect them to be well experienced and heavily supported in their efforts to halt your advance.

Mountain
• Pay close attention to these units, as their alpine trait will have them hitting much harder than expected in hilly and mountainous terrains that you will occasionally fight across on the Eastern Front.

Paratrooper
• While Soviet experiments with paratrooper operations arguably pioneered this type of warfare from the 1930s, large scale Soviet paratrooper operations are not a big part of the early stages of the War in the East. Later on, however, these units may indeed prove quite a thorn in the player's side as they execute deep insertions well behind the frontlines of the battlefield.


Conscripts
• Overwhelming in fighting spirit and numbers, but underwhelming in equipment and training, the Soviet conscripts present a unique challenge as the only unit in Panzer Corps 2 with a base strength of 20. When isolated and unsupported, all of that strength is easily defeated thanks to their low combat values, but when fighting en masse in close terrain, conscript hordes can quickly cause terrifying amounts of damage to even mighty panzers as they swarm over the tanks to throw explosives down any loose hatch they can find.

Romanian R1 AH-IV Tanks
• The Romanian R1 AH-IV is more tankette than tank, but it serves its role adequately with dual machine gun armament giving them an above average rate of fire and a very low slot deployment cost.
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British Cruiser Mk II CS Artillery Tank
• An early model of what would be an extensive line of British Close Support vehicles, the Cruiser Mark II CS serves a much more traditionally minded infantry support role.
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Airfield Construction Vehicle
• The most unique new unit in terms of game mechanics, the Airfield Truck serves one very specific purpose. As the player advances across the vast Ukrainian Plain of the USSR, their logistics will be stretched to the limit as road networks and airbase infrastructure of Russia prove to be underdeveloped compared to Western Europe. Not only this, but soon the Soviets will enact their Scorched Earth policies to further deny access to usable airfields.

• To cushion against this historical reality, the Airfield Truck allows the player to deploy an airbase exactly where they need it most to continue to support the ongoing advances of their leading panzers.

• Just watch out, because Soviet counterattacks can and will destroy your temporary airbases, so it will be up to you to decide where exactly to deploy them best so that they can be protected but also are close enough to the front to serve as useful bases for your air fleets.

• Fighters, Tactical Bombers, and Strategic Bombers will all be able to use these constructed airfields as bases to operate from.
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The Eagle of the Eastern Front Arrives
As our players have been noticing across the DLC campaigns, we have been dropping more than a few hints on a certain historical Stuka pilot. By the end of his career, he would have flown an unheard of 2,500 combat missions. This figure created quite a buzz in even the original Panzer Corps Grand Campaign, and we wanted to try and make such a legendary pilot even more interesting this time around. But this will be just the beginning of his career, and we are of course referring to Hans-Ulrich Rudel.

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To this end, we have given Rudel extra special treatment that has never been seen before, even amongst other elite historical figures. Players will get an opportunity to do more than just recruit Rudel, you will have some influence in choosing his capabilities to best fit into your CORE force. This will make Hans-Ulrich Rudel the first ever customizable hero!

Barbarossa in the Axis Operations DLC
Of course after your stint across the Balkans comes the gigantic Operation Barbarossa, and we will have more details on that content alongside a complete scenario list coming soon.
As always though, our players can look forward to an extensive list of both familiar and perhaps some lesser known battles of the East Front to populate this latest DLC.

Your Feedback
As always, we are reading and listening to your feedback. Many thousands of posts and messages have greatly improved Panzer Corps 2 for its entire playerbase, and we encourage you to continue to share your thoughts and wants for the game into the future!

We hope you enjoyed this extended preview of the upcoming Axis Operations 1941 DLC and look forward to returning your army to combat soon.

Axis Operations: 1941 is currently finishing it's testing phase and will be out soon.
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econ21
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Re: Axis Operations 1941 Development Diary

Post by econ21 »

Nice write up. I like the sound of the big scale of the Greece scenario (and the 20 scenarios!). One thing I loved about the original Panzer General was the large scale of the scenarios like Norway. Subsequent games like PG2, PC and PC2 improved the mechanics and gameplay but often went for a smaller "operational" scale rather than a strategic one: for example, cutting up Norway into a north and south. I can understand it is easier to do a detailed accurate simulation on a small scale, but for the player scenarios where you are juggling between disparate sectors with their own distinct challenges can be a lot of fun. I remember in the original PG scenario it was fun to try to make progress from Albania with the lacklustre Italian army against the well prepared Greeks.
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Re: Axis Operations 1941 Development Diary

Post by sakura006 »

Does that mean if I don't get that 1 unit of rocket engine in Britain, the event of Messerschmitt won't trigger?
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Re: Axis Operations 1941 Development Diary

Post by Kerensky »

sakura006 wrote: Sat Feb 06, 2021 4:56 pm Does that mean if I don't get that 1 unit of rocket engine in Britain, the event of Messerschmitt won't trigger?
Yes. That entire event chain is conditional on a player importing from 1940, and having (1) Meteor III saved in their 'captured units' list.

It is the first step in tracking actions of the past campaigns to influence the future campaigns... :shock:
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Re: Axis Operations 1941 Development Diary

Post by PWHERREN »

Nice touch!
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Re: Axis Operations 1941 Development Diary

Post by Magic1111 »

Sounds very nice....I´m looking forward! :D
colberki
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Re: Axis Operations 1941 Development Diary

Post by colberki »

I must go back and replay AO 1940 to find the Meteor engine. :D
paragan
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Re: Axis Operations 1941 Development Diary

Post by paragan »

colberki wrote: Tue Feb 09, 2021 5:00 pm I must go back and replay AO 1940 to find the Meteor engine. :D
Can i humble ask :) where + how to obtain the Meteor engine ?
Tassadar
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Re: Axis Operations 1941 Development Diary

Post by Tassadar »

paragan wrote: Thu Feb 11, 2021 4:44 pm
colberki wrote: Tue Feb 09, 2021 5:00 pm I must go back and replay AO 1940 to find the Meteor engine. :D
Can i humble ask :) where + how to obtain the Meteor engine ?
Great West Aerodrome in the Epsom scenario - northwest corner of the map, can be relatively easily captured by a quick recon unit since it's not defended.
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Re: Axis Operations 1941 Development Diary

Post by U235 »

Can we please have more Charles DeGaulle? I enjoy having 5 or 6 units, plus my best Stuka pilot and artillery, surround and pummel him with little to no effect, only to watch him resupply while surrounded. :roll:

Actually, I am enjoying the game immensely. One of the biggest issues is that I want to use some of the more obscure equipment, but I also would like to win the scenario, so I end up going with the tried and true. That armored train and Char 2C have been sitting on my reserve list since I received them. Seems such a waste of good hard work coding these machines.

What I don't care much for is enemy troops retreating away from their lines and into mine, sometimes deep and still able to attack support units. If you lose track of them (fog of war) they just might take a victory hex from way back from the front. I also didn't care much for the ending of 40. Just dumped unceremoniously to the start screen. The final briefing hinted at what was coming in 41, but the rest was underwhelming. Perhaps a teaser screen to look out for the next DLC or Stalin pacing the floor refusing to believe the Germans will attack him in the spring?

Anyway, I look forward to seeing if it really was Stephan that knocked up Anna. :twisted:
Kerensky
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Re: Axis Operations 1941 Development Diary

Post by Kerensky »

U235 wrote: Mon Feb 15, 2021 8:55 pm
Anyway, I look forward to seeing if it really was Stephan that knocked up Anna. :twisted:
No spoilers... but this little story does continue as the DLC progress.

I would like to think I avoided the easy drama trope of injecting potential infidelity... but as I said, no spoilers. :o
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Re: Axis Operations 1941 Development Diary

Post by Kerensky »

U235 wrote: Mon Feb 15, 2021 8:55 pm Can we please have more Charles DeGaulle? I enjoy having 5 or 6 units, plus my best Stuka pilot and artillery, surround and pummel him with little to no effect, only to watch him resupply while surrounded. :roll:
Is this not a historical reality though? Maybe not to the insane degree of DeGaulle exactly, but certainly early war German tanks were faster and lighter than their Allied opponents, with the likes of Char B, Matilda, and KV. It is from learning from these tough designs that the Germans wanted their own heavy tanks.

There is no Tiger without German tankers in a Panzer II struggling against a Char B or KV-1 and sending report of these engagements back to the German industries.
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Re: Axis Operations 1941 Development Diary

Post by George_Parr »

Kerensky wrote: Mon Feb 15, 2021 10:01 pm
U235 wrote: Mon Feb 15, 2021 8:55 pm Can we please have more Charles DeGaulle? I enjoy having 5 or 6 units, plus my best Stuka pilot and artillery, surround and pummel him with little to no effect, only to watch him resupply while surrounded. :roll:
Is this not a historical reality though? Maybe not to the insane degree of DeGaulle exactly, but certainly early war German tanks were faster and lighter than their Allied opponents, with the likes of Char B, Matilda, and KV. It is from learning from these tough designs that the Germans wanted their own heavy tanks.

There is no Tiger without German tankers in a Panzer II struggling against a Char B or KV-1 and sending report of these engagements back to the German industries.
Well, work on a heavy breakthrough-tank that would turn into the Tiger started in 1937/38, so prior to encountering any heavy tanks, but yes, the enemy tanks faced in France may have caused a further upgrade in armor and firepower. Though even at that point, the Tiger wasn't really meant to be more than a breakthrough vehicle that would be used sparingly. Not as a counter to enemy tanks.

I think de Gaulle was a bit too over the top. Almost immune to anything you could throw at time, even though in reality he lacked proper equipment and had to make do with whatever the French could throw together from the reserves and remains of what fled from elsewhere. Seeing the smaller tanks have little impacts seems fine, but when you surround the tank, pummel him with artillery and dive bombers, and still have no real impact, it does feel a bit weird. Then again, this is a game, and sometimes you have to bend things a bit for gameplay, balance or challenge reasons :)
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Re: Axis Operations 1941 Development Diary

Post by adiekmann »

George_Parr wrote: Tue Feb 16, 2021 7:41 am
Kerensky wrote: Mon Feb 15, 2021 10:01 pm
U235 wrote: Mon Feb 15, 2021 8:55 pm Can we please have more Charles DeGaulle? I enjoy having 5 or 6 units, plus my best Stuka pilot and artillery, surround and pummel him with little to no effect, only to watch him resupply while surrounded. :roll:
Is this not a historical reality though? Maybe not to the insane degree of DeGaulle exactly, but certainly early war German tanks were faster and lighter than their Allied opponents, with the likes of Char B, Matilda, and KV. It is from learning from these tough designs that the Germans wanted their own heavy tanks.

There is no Tiger without German tankers in a Panzer II struggling against a Char B or KV-1 and sending report of these engagements back to the German industries.
Well, work on a heavy breakthrough-tank that would turn into the Tiger started in 1937/38, so prior to encountering any heavy tanks, but yes, the enemy tanks faced in France may have caused a further upgrade in armor and firepower. Though even at that point, the Tiger wasn't really meant to be more than a breakthrough vehicle that would be used sparingly. Not as a counter to enemy tanks.

I think de Gaulle was a bit too over the top. Almost immune to anything you could throw at time, even though in reality he lacked proper equipment and had to make do with whatever the French could throw together from the reserves and remains of what fled from elsewhere. Seeing the smaller tanks have little impacts seems fine, but when you surround the tank, pummel him with artillery and dive bombers, and still have no real impact, it does feel a bit weird. Then again, this is a game, and sometimes you have to bend things a bit for gameplay, balance or challenge reasons :)
I learned how to destroy DeGaulle in nearly every scenario that he appears. The problem is his Prudent hero. Stukas will NOT finish him off.

What does work though for that "finishing touch" is often a shot from your big 203 mm gun, or German equivalent if you have it (21cm gun). Also, though trickier to pull off, is a good AT gun if you get him to ambush himself, either directly by running into the AT gun, or another unit that the AT is providing support fire for. Otherwise, direct attack by tanks, AT, Tac bombers, etc will almost never kill him even if he has only 1 str point left.
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Re: Axis Operations 1941 Development Diary

Post by Scrapulous »

adiekmann wrote: Wed Feb 17, 2021 8:20 pm
I learned how to destroy DeGaulle in nearly every scenario that he appears. The problem is his Prudent hero. Stukas will NOT finish him off.

What does work though for that "finishing touch" is often a shot from your big 203 mm gun, or German equivalent if you have it (21cm gun). Also, though trickier to pull off, is a good AT gun if you get him to ambush himself, either directly by running into the AT gun, or another unit that the AT is providing support fire for. Otherwise, direct attack by tanks, AT, Tac bombers, etc will almost never kill him even if he has only 1 str point left.
Yeah, don't let DeGaulle's health get too low or he'll never die, especially when he's in a Char 2B. Whittle his first several health points down, sure, but once he's about halfway, it's time to knock him out; hit him as hard as you can with your biggest attack. I also used a 20cm artillery piece with heroes. Suppression converted to kills seems essential, and if you're building the unit especially to counter De Gaulle, Tank Killer couldn't hurt.
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Re: Axis Operations 1941 Development Diary

Post by Akkula »

Few comments about the Soviet infantry units.
Edmon wrote: Fri Feb 05, 2021 2:47 pm • Conscripts
Overwhelming in fighting spirit and numbers, but underwhelming in equipment and training, the Soviet conscripts present a unique challenge as the only unit in Panzer Corps 2 with a base strength of 20. When isolated and unsupported, all of that strength is easily defeated thanks to their low combat values, but when fighting en masse in close terrain, conscript hordes can quickly cause terrifying amounts of damage to even mighty panzers as they swarm over the tanks to throw explosives down any loose hatch they can find.
HORDES AND NUMBERS
I think it is time to end this myth about "endless hordes", "infinite numbers", "overwhelming numbers" of Soviet "conscripts". Lets review some numbers of June-December of 1941.
By mid 1941, the Red Army western fronts (Northern, Northwest, Western, Southwestern and Southern) had combined strength of 2.68 million men, and even a significant percentage of those were not deployed near the frontlines/borders. On the other hand, by the time of Barbarossa, the Axis forces fielded 3.76 million men on their on their eastern front. A ratio of 1.4:1 in favor of the Axis armies. If we consider the basic rule of any offensive (in which the German generals were of course pretty successful), the ratio was 2:1 or even 3:1 in the most critical parts of the front.
As we can see, it is impossible that the Soviets had "endless numbers" of men to perform their counterattacks. They did perform their own counter offensives (and most of them resulting in failure as we know), but not with ridiculous numbers as they so established myth want us to believe.
And just to make clear: my sources are from British, US, Russian and German books. Of course there is variations in the numbers, but more or less they are in the range I mentioned before.
Only by mid 1942, the Red Army managed to earn the upper hand in terms of manpower: they had 5.3 million men all along their western fronts (too many to list them now). The Axis managed to field some 3.72 million men. Ratio 1.4:1, this time in favor of the Red Army..... not so much to be "infinite hordes of commies".
Later in the war that ratio would rise to 1.7:1 ('43), 1.9:1 ('44) and 2.8 ('45). Still, too far away of the popular myth of "one german against 10 russians".....
Now lets talk about total losses, the ratio at the end of war was 0.42 in "favor" of the AXIS; people tend to forget the Soviet fought against a coalition not only Germany. It is completely unfair to compare the Red Army losses against the Germans ones alone: they fought against one million men from Hungary, Romania, Finland, Italy and other allies as well.
Just to summarize, the ratios speak for themslves. I think it is time to stop with this stupid myth of "infinite red hordes from hell" against one poor german soldier.

"CONSCRIPTS"
As I mentioned in the past (I think during the PzC2 beta period), I still do not understand why we have the "Conscript" infantry unit, it is like conscription was only a thing in the USSR during WWII.
Literally all the nations involved in the war had the same conscription level in terms of men/population/demand. So, by this logic, USA, Germany, UK, Italy, etc should have a conscript infantry unit as well isnt?. I think that makes no sense, nor for those nations, nor for the USSR. The game infantry units represents the most common classes used by each nation during WWII: grenadiers, volksstrum, SAS, etc, which I find perfectly fine BUT that is a rule that seems not to apply to the USSR.
About the training, the only period of the war in which the conscripts training lasted a few weeks was during the early months. By that time reserves needed to be formed as fast as possible to compensate the terrible losses, but later the typical training took from 3 to 6 months usually.
I think Conscripts unit should be renamed Riflemen which were the backbone of the entire Red Army: by 1942, 425 riflemen divisions were deployed at the western fronts and their numbers kept increasing as the war went on: 462 ('43), 502 ('44) and 517 (' 45). Their game stats could be kept, even the strength=20 would represent perfectly their importance in the Soviet army.
This way we could have:
Regular Inf: standard infantry unit, just like the other nations.
Riflemen: the "unique" strength=20 Soviet unit. Again: no stats should be changed, just the name.
and then the rest which I think are just ok.
So far, the "Conscript" name seems to be a more biased/myth/political thing than a game feature. But, if the appeal of western buyers is needed, I believe the evil Red Army stereotype will prevail, sadly.
Edmon wrote: Fri Feb 05, 2021 2:47 pm • Soviet Guards
• Soviets Guards did not actually exist on the onset of Barbarossa. But as the operation began to take an enormous toll on the Red Army, the need to spotlight units that were fighting with at least limited success against the German Wehrmacht became apparent, at the very least for purposes of morale.

• These veterans were first established following the Soviet Yelnya Counteroffensive, and any time you encounter them in combat you should expect them to be well experienced and heavily supported in their efforts to halt your advance.

• Mountain
• Pay close attention to these units, as their alpine trait will have them hitting much harder than expected in hilly and mountainous terrains that you will occasionally fight across on the Eastern Front.

• Paratrooper
• While Soviet experiments with paratrooper operations arguably pioneered this type of warfare from the 1930s, large scale Soviet paratrooper operations are not a big part of the early stages of the War in the East. Later on, however, these units may indeed prove quite a thorn in the player's side as they execute deep insertions well behind the frontlines of the battlefield.
I really hope this time we have '41 and '43 variants of each unit. During the war their equipment was improved as new weapons were available for the Red Army.
About the Paratroopers, what do you mean by "large scale Soviet paratrooper operations are not a big part of the early stages of the War in the East"?. The airborne operations during the Moscow counteroffensive were one of the largest ever performed during the war.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
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Re: Axis Operations 1941 Development Diary

Post by Agrastas »

Akkula wrote: Sun Feb 28, 2021 10:00 pm Just to summarize, the ratios speak for themslves. I think it is time to stop with this stupid myth of "infinite red hordes from hell" against one poor german soldier.
So how did soviets fight in 1943/etc? Did they spread their forces evenly on entire front to achieve +40% numerical advantage on every possible front or did they use their numerical advantage to gather excessive force at few points and overwhelm local german defenders in large numbers? Obviously it is latter, soviets did take full advantage of german high command stupidity on holding front way too large for them.

2nd point, out of those millions how many were 100% combat ready? Germans couldn't replace their injured quickly, while stalin easily threw away injured like garbage, because he still had millions of fresh "volunteers". So soviet "plain numerical advantage" was is higher than those numbers imply.

So, "commie hordes" were actual thing and simple headcount is mostly pointless, because entire german and soviet army didnt gather at single point and just threw at each other...
Last edited by Agrastas on Mon Mar 01, 2021 9:49 pm, edited 1 time in total.
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Re: Axis Operations 1941 Development Diary

Post by funat »

Agrastas wrote: Mon Mar 01, 2021 12:12 pm
Akkula wrote: Sun Feb 28, 2021 10:00 pm Just to summarize, the ratios speak for themslves. I think it is time to stop with this stupid myth of "infinite red hordes from hell" against one poor german soldier.
So, commie hordes were actual thing and simple headcount is mostly pointless, because entire german and soviet army didnt gather at single point and just threw at each other...
Typical western exceptionalism. "Commie hords" rolled into Berlin before Muricans and that will never be forgotten. Nice video debunking this typical anti-slavic racism > https://www.youtube.com/watch?v=_7BE8Cs ... hannel=TIK
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Re: Axis Operations 1941 Development Diary

Post by Akkula »

Agrastas wrote: Mon Mar 01, 2021 12:12 pm
Akkula wrote: Sun Feb 28, 2021 10:00 pm Just to summarize, the ratios speak for themslves. I think it is time to stop with this stupid myth of "infinite red hordes from hell" against one poor german soldier.
So how did soviets fight in 1943/etc? Did they spread their forces evenly on entire front to achieve +40% numerical advantage on every possible front or did they use their numerical advantage to gather excessive force at few points and overwhelm local german defenders in large numbers? Obviously it is latter, soviets did take full advantage of german high command stupidity on holding front way too large for them.

2nd point, out of those millions how many were 100% combat ready? Germans couldn't replace their injured quickly, while stalin easily threw away injured like garbage, because he still had millions of fresh "volunteers". So soviet "plain numerical advantage" was is higher than those numbers imply.

So, commie hordes were actual thing and simple headcount is mostly pointless, because entire german and soviet army didnt gather at single point and just threw at each other...
You dont deserve 5 seconds of my time dude.
Bye.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
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Re: Axis Operations 1941 Development Diary

Post by Agrastas »

funat wrote: Mon Mar 01, 2021 4:49 pm Typical western exceptionalism. "Commie hords" rolled into Berlin before Muricans and that will never be forgotten. Nice video debunking this typical anti-slavic racism > https://www.youtube.com/watch?v=_7BE8Cs ... hannel=TIK
So another pointless plain number compassion? How did soviets fought:
a) distributed all their soldiers equally trough entire front, so germans would always face 1:1.5, 1:2, etc number of soviet soldiers. In this case plain number compassion works, there were no hordes.
b) gathered their excessive forces at few points and smashed trough in force, overwhelming local german defenders.

and you are a funny guy, quickly forgetting who provided raw materials and gear so soviets would even be able to stand up after initial devastation.
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