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Hello there! First off I would like to thank misterbean for taking the time to make this AAR. As several others have posted, I bought this game some time ago and put it down due to a lack of awesome instruction such as yours. I have been following your AAR up to Chapter 11 when I hit a bump. When talking about reorganizing airwings you say

Click the double arrow icon I have circled on the screenshot. This opens a window for reorganising our wing.
Select each bomber wing to occupy a newly created airwing holding all 8 tactical bombers. Call this Luftflotte I.
Select this new wing and repeat, to create another airwing, this time with 5 bombers. Call it LuftflotteII.
Select Luftflotte II and create a 3rd bomber wing, this time with 2 tactical bombers. Rename this Luftflotte III.

Am I supposed to make 2 groups of 3 and then one of 2 bombers for a total of 8, or am I misunderstanding? Any help would be greatly appreciated from anyone.
 

misterbean

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Hello there! First off I would like to thank misterbean for taking the time to make this AAR. As several others have posted, I bought this game some time ago and put it down due to a lack of awesome instruction such as yours. I have been following your AAR up to Chapter 11 when I hit a bump. When talking about reorganizing airwings you say



Am I supposed to make 2 groups of 3 and then one of 2 bombers for a total of 8, or am I misunderstanding? Any help would be greatly appreciated from anyone.

correct. however you do it, the end result should be 2 airwings consisting of 3 tac bombers and 1 wing of 2 bombers.
 

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Hmm.

Now, taking into account I am following this while using DI:G and that that is a tad different, I can't help but notice one glaring difference.

I am now entering the 5th week of Barbarossa. In the AAR I read that you went and checked your progress by looking at the number of brigades the USSR had on the first of may and then a ways later, on june 20th 1941.

Now, as I was making headway in miles per day, I got curious too if I managed to take out the bulk of the armies opposing me.

So here's what i found:

On may 1st, 1941
Brigades 1167
Air 113
Ships 47

On juni 9th, 1941
Brigades 1214
Air 147
Ships 49

Checking the production screem for the USSR, they had 45 infantry divisions in the queue, 18 armoured divisions, 10 cavalry and a few dozen air wings. Plus, 30 IC upgrades.

Now, I really made good progress - on juni 9th Heersegruppe Nord captured Pskov, Heeresgruppe Mitte has fully bypassd the Prypet marshes, take Kyev and Smolensk while Heeresgruppe Sud has encircled a massive armygroup between Kyev and Odessa, the Romanians reducing that to something nasty. Admittedly I cheted a little by using fallschirmjäger with Heeresgruppe Nord in capturing Riga first and then Pskov (otherwise these elite guys are sitting on their B-hind in the west. Not on my watch).

So, in miles I am a little ahead of you, misterbean. But, the massive amount of remaining brigades makes me wonder.

Could be the whole rotting edifice is awaiting the final chop - when I entered as the USSR, I noticed they had less than 12.000 supplies left, so that is bound to have a huge effect on their ability to wage war. Also, their manpower was down to 420...

Am I right in assuming the AI has spent too much IC on building units and not enough on supplies which will be its undoing? Sign could be that the huge amount of airwings do not take off and harrass me at all. There is the occasional sortie, but in most cases, they just sit there and when I get close, they rebase.

Also, the AI hardly ever mounts an offensive - the only thing I see are enormous amounts of troops moving.

Am I doomed judguing by the number of oposing units, or will their bad logistical planning on supply take them donw anytime soon?
 

misterbean

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Hmm.

Now, taking into account I am following this while using DI:G and that that is a tad different, I can't help but notice one glaring difference.

I am now entering the 5th week of Barbarossa. In the AAR I read that you went and checked your progress by looking at the number of brigades the USSR had on the first of may and then a ways later, on june 20th 1941.


Now, as I was making headway in miles per day, I got curious too if I managed to take out the bulk of the armies opposing me.

So here's what i found:

On may 1st, 1941
Brigades 1167
Air 113
Ships 47

On juni 9th, 1941
Brigades 1214
Air 147
Ships 49

Checking the production screem for the USSR, they had 45 infantry divisions in the queue, 18 armoured divisions, 10 cavalry and a few dozen air wings. Plus, 30 IC upgrades.

Now, I really made good progress - on juni 9th Heersegruppe Nord captured Pskov, Heeresgruppe Mitte has fully bypassd the Prypet marshes, take Kyev and Smolensk while Heeresgruppe Sud has encircled a massive armygroup between Kyev and Odessa, the Romanians reducing that to something nasty. Admittedly I cheted a little by using fallschirmjäger with Heeresgruppe Nord in capturing Riga first and then Pskov (otherwise these elite guys are sitting on their B-hind in the west. Not on my watch).

So, in miles I am a little ahead of you, misterbean. But, the massive amount of remaining brigades makes me wonder.

Could be the whole rotting edifice is awaiting the final chop - when I entered as the USSR, I noticed they had less than 12.000 supplies left, so that is bound to have a huge effect on their ability to wage war. Also, their manpower was down to 420...

Am I right in assuming the AI has spent too much IC on building units and not enough on supplies which will be its undoing? Sign could be that the huge amount of airwings do not take off and harrass me at all. There is the occasional sortie, but in most cases, they just sit there and when I get close, they rebase.

Also, the AI hardly ever mounts an offensive - the only thing I see are enormous amounts of troops moving.

Am I doomed judguing by the number of oposing units, or will their bad logistical planning on supply take them donw anytime soon?

no, you have not made any glaring errors. the only difference is that Devilday, the guy behind the DI DLCs is kind of nasty that way. you don't get a lot of freebies from him and he has altered the way the Soviets work. having never really delved deeply into it, at least not up to Barbarossa, I can't really give you a lot of advice. I'd say try logistic bombing runs behind their front line to further weaken their supply situation. just remember, whatever you bomb will be the area you end up passing through. take care not to accidentally stall your own offensive.

maybe Davy could give you a better insight. He has actually done it in DI: Godderdämmerung with only minor adjustments to my strategy.
 

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Fantastic!!

I am playing SF.. I am on Page 5 of the thread!! Just want to say THANKS!! I am reading this as if it's one of the best novels ever. I have always had issues with "staying in the moment" playing this game. You are organized, an easy read/tutorial.
 

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Cheers misterbean. I was surprised to see the USSR building so much, I somehow reckoned that perhaps I had met the actual self learning AI for a change :) but as you said it is something coded by the creators of the mod.

EDIT: Here's what I read. I figure I should be worried...

"We also added a bunch of enhancements for the Soviet AI, starting by giving it the historical capacity of reinforcements and building units the Red Army had during the first months of Barbarossa. In order to achieve that goal, we made a simple rule: the less units the red army has, the more quickly it will be able to reinforce and build. For instance, with less than 150 divisions, it will be able to build any unit with 90% time reduction and so on (with more than 300 division it has no bonus at all). Thus, no matter how many troops you will encircle in the first weeks of the campaign (hundreds of thousands prisonners, historicaly), you'll still have to deal with all those eastern reinforcements and fresh troops, thrown in the combat as soon as they exit the factories.
Along with those modifiers, we added little decisions for the Soviet AI to arm people from the factories whenever a german unit approach a major city. You as a player will experience some soviet partisans spawns in Leningrad, Kiev, Sevastopol or Moscow, willing to defend their cities against the fascist hordes and helped with a special partisan defense bonus in urban tiles. Just enough to slow down your advance a little and get some reinforcements in order to avoid the easy capture of Victory Points.

Let's face the truth: the Eastern Front should become your worst nightmare and without some audacious move and Blitzkrieg tactics, you shouldn't be able to win in Russia anymore."


So far I am not too bothered with the amount of airwings as they are not causing much trouble - the occasion ground attack that my otherwise resting INT or MR wings are simply able to give a bloody nose.

Besides the difference in the OOB of the USSR, I find that in DI:G I am lagging research-wise. Though I don't think there are many more techs to research, they do seem to take longer. Finally, I do believe that the events and bonusses I gain in this mod do seem to give Germany a lot of extra power. Though one needs to research some other stuff for the bonusses, they are well worth is. I am just not sure about the 'winter clothing' project. It helps against the attrition in the winter, but at -10% speed, I dunno. Is that -10% always or just in winter? But I digress.

I am not sure in as much you are still editing/finetuning your AAR, so no offence, but I noticed the following.

In CH31 you mention after the bit on Daugavpils that, with the new IC it is time to start building 16 garrisons and 10 cavalry. Then in CH32 you mention that is is "Time to start building our police force. With all that free IC, we can really indulge ourselves. Go to the production screen and start building 16 garrisons and 10 cavalry divsions. More will follow later on."

Now, I am assuming that this instruction is double because my industry is not able to handle 32 garrison and 20 cavalry divisions and keep up with replacements and supplies (I spent 30000 supplies from may 1st to june 15th - I cannot afford to stay in the red indefinitely) - not to mention the carriers and MRs still being built at this time.

Other than that, I'd like once again to stress that the amount of work you have put in is is huge and appreciated something wicked. If not for your work, I would most likely not ever have appreciated and enjoyed the full game.
 
Last edited:

misterbean

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first off, the winter clothing. yes, the 10% speed loss is all the time. think about it. you have a few million men launching an attack in summer uniforms. having all those armies also carry winter clothing would create a massive supply train, which would slow down their advance. knowing what you now know about the DI Soviets, all of a sudden Hitler's decision not to use winter clothing does make kind of sense, doesn't it? the German high command, contrary to some reports, were no idiots. they knew if they wanted their goal, they had six months to reach Moscow.
This leaves you with the same dillema they struggled with. are you sufficiently confident to be able to break through their last line of defense before General Winter joins the fun (Russian winter too has been modified and intensified)? Or do you fear that you will still be fighting on the much-feared Stalin-Line in mid-november?

secondly, without actually going to the chapter, I'd say it would be a mistake on my part. I'll check it out and edit this post in a bit. hang on.

edit: Ok, I think I have the answer. Judging from ICE (another mod from Devilday), DI may also have the same enhanced degradation. to put it simply: your practicals degrade faster than they do in a vanilla game. everything would take longer and cost more. starting from 1936, the effect might be that you find yourself coming up short. I'd say put them in anyway, but don't put any more IC to production than you can spare. you will need them later on anyway and this way, you won't forget them later on.
 
Last edited:

misterbean

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The new AARlander is out for everyone to read and enjoy. it holds articles about various aspects of AAR writing. by all means check it out!

 

misterbean

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I am playing SF.. I am on Page 5 of the thread!! Just want to say THANKS!! I am reading this as if it's one of the best novels ever. I have always had issues with "staying in the moment" playing this game. You are organized, an easy read/tutorial.

sorry to have missed your post, BillSirKill. Welcome! Please take into account the difference between SF and FTM. you may have to improvise at times, based on my outline.
 

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I loved USKnight's honored tribute to you...and it's all true.....When I play I often refer to your tutorials...because I learn something from them all the time....I also bow to your Awesomeness.............as you humble servant..........
 

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I loved USKnight's honored tribute to you...and it's all true.....When I play I often refer to your tutorials...because I learn something from them all the time....I also bow to your Awesomeness.............as you humble servant..........

I am most honoured by your esteem. let me return the favor by telling you I love your signature. here's another quote from Churchill: "An apple per day keeps the doctor away...especially if your aim is true."
 

KLorberau

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Hahaha. Good one. Churchill is such a fascinating leader. So sad how the Brits cast him aside in 1945......
 

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I just came upon this, and although it was written with FtM, it is extremely helpful no matter what version you are playing. Thanks so much, Mr. Bean. It's obviously a huge undertaking. I hope that Paradox compensates you! They should at least take the hint that their in-game tutorials and manuals are not sufficient. Hopefully, future releases will be better in this regard.

/salute and /cheers
 

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I just came upon this, and although it was written with FtM, it is extremely helpful no matter what version you are playing. Thanks so much, Mr. Bean. It's obviously a huge undertaking. I hope that Paradox compensates you! They should at least take the hint that their in-game tutorials and manuals are not sufficient. Hopefully, future releases will be better in this regard.

/salute and /cheers

you're welcome. no compensation forthcoming, however. all done out of the goodness of my heart. really. and to bask in the glory and admiration of others. just a little. really.:cool:
 

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Although it's already a bit outdated and I read it just for entertainment reasons, it's still one of the best AARs out there. Would be really awesome if you can ever get yourself to do an updated Germand AAR of similar style or one for Japan / USSR,...

Great Work!
 

misterbean

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Soviets are easy, really. spam factories until 1938 or 1939, then get to work building only infantry, tanks, motorised, interceptors and close air support until about january 1941. that should leave you with about 6 months for upgrades (if you're lucky).
set the game to pause when someone DoWs you and go on the offense from the get go. every time I do this, the Germans never even get anywhere near eastern Poland, let alone Russia (and I do mean the geographical Russia).
 

thebigj_a

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Oh hey, this got finished. Awesome, and wtg!

I stopped when this had its little hiatus, and never got around to going back, until now. I just picked up TFH and want to refresh my memory. I figure I'll follow along with this from the beginning as well as I can, considering it's bound to be outdated in places.

Any advice for the new systems, or what to do differently and watch out for compared to this older version of the game (which is even, if I remember right, on a different map, no?)?

Like, for example, is it still worth rushing some research, like the Attack Delay-reducing one, now that it's far more expensive to research ahead?
 
Last edited:

misterbean

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Oh hey, this got finished. Awesome, and wtg!

I stopped when this had its little hiatus, and never got around to going back, until now. I just picked up TFH and want to refresh my memory. I figure I'll follow along with this from the beginning as well as I can, considering it's bound to be outdated in places.

Any advice for the new systems, or what to do differently and watch out for compared to this older version of the game (which is even, if I remember right, on a different map, no?)?

Like, for example, is it still worth rushing some research, like the Attack Delay-reducing one, now that it's far more expensive to research ahead?

where to begin? for one thing, tech rushing IS a lot more expensive now and they have changed the end date display. Up to FtM, it showed you the final end date with all factors allready calculated. now it shows you the end date CONSIDERING CURRENT STATE OF AFFAIRS. So if you research Operational Level Organisation 1940 in 1936 or 1937, it will show you an end date somewhere in 1942. At the start of the new year, the game will recalculate and show you the new projected end date, which would be sometime sooner. and so on.
In practice, this means it will be only be worth it for a very specific purpose, depending on your overall strategy. for instance, tech rushing Op. Lvl. Org. will still yield more or less the same end result, but it will feel different.

Trade has had a major overhaul as well. Nations now show a definite preference for getting their biggest shortages dealt with first (if Italy has an energy shortage of -25 and a metal shortage of -15, it will now try to get the energy before accepting any major metal deals). Supply trades have been capped at about 20 per deal. in other words, you will need to make more deals to get the same end result.

Threat now has a bigger effect on diplomacy. If you simply ignore the natural drift of the Netherlands all game, like we did before, they will probably join the Allies at the start of the war. If you only have the French border guarded at the time, the effect could be disastrous. keep a closer eye on where your neighbours are drifting in the triangle and be prepared to spend extra Leadership on keeping them neutral. on the other hand, I've read threads just yesterday, where Spain and Turkey can now join the Axis a lot sooner as well. so it works both ways.

Espionage. you can now have your spies working multiple missions at once, but the more missions you load them up with, the less successful they will be and the more chance there will be of having them found out. you seem to gain more spies per Leadership Point spend, though.
There is no more "military espionage" mission. Instead, you will see aproximate locations of enemy units ON THE MAP.
Covert missions have been added to the mix. you can use you spies abroad to slow down enemy troop movements, speed up your own troop movements and more. all these cost Covert Ops Points, which can be gathered by setting your spies on the "Covert Missions" and will gather very slowly. This can be used to simulate capturing key bridges and border outposts ahead of your advancing column, sabotaging road signs and stuff like that. extremely useful to have, but they run out rather quickly (I think the cap is 50 points and using them will take between 10 and 15 (25?) points a pop.) note that this cap is PER COUNTRY. So if you want to smash the Low Countries all at once, you will need Covert Ops Points in all 3 nations, plus France.

The AI WILL now use underground resistance cells to maximum effect. For instance, the Soviets will try to spawn partisans in Poland when you launch Barbarossa, which will cut some of your supply lines and force you to redirect troops that you had other uses for. always keep some troops in your back as a strategic reserve!

Norway has been turned into a Black Hole of Disaster. using the AI to steer your troops will probably seem them get bogged down and the UK is now bending over backwards to liberate them. Invade at your own peril!!

And if that wasn't enough, the Combined Arms modifier has had a major overhaul. I would suggest reading up on it in the dev diaries and asking around the forum for the details, but it comes down to this: every brigade type now adds a small CA modifier. (3 inf+ 1 artillery now has 5% CA bonus) But the biggest difference lies in the new Armour/Piercing rules.
In short it boils down to this: every tank you field now has a new stat, called armour. Anti-Tank weapons now have a Piercing stat. when the two collide, the game will check if the enemy has larger Piercing than your Armour. If they do, you're in trouble. if they don't, their rounds will just bounce off.
you can therefore no longer ignore AT weapon techs. you absolutely need to keep them up-to-date in order to overcome enemy tank units and make sure to actually field AT brigades.

oh, and artillery now requires more supplies to field.

so, yeah, it is a completely new game overall. more realistic and reasonably well balanced, but it makes following my OOB to the letter a thing of the past. you will need to experiment a bit to find out what works best for you.
what should still work, are the overall invasion plans I laid out in the AAR, since they were based on RL German invasion tactics.

Enjoy!