Excellent AAR. Contact me, as it will be very easy to host this in the AAR section of the blitz. Members can still place comments to your AAR as you post each installment.
You might want to check up on the Russian units assigned to the Western Military District HQ, (Western Front HQ in the game). I do not think there is any HQ for them in the OOB or a way to attach them to the various Army HQs, thus making them one use wonders as they will be considered:
- Detached
- Go low ammo, low fuel
- In the case of artillery, have no spotters for indirect fire rendering them useless.
I am not sure if your version you are playing has these problems. It was a long time ago I noticed these things. I do not recall these issues being fixed though the designer was notified. They may be fixed. If that is the case contact me by email. I do not think a new version was ever posted at the HPS web site in an updated XP2 pack, but I could be wrong.
BTW, your comment about clearing the mines near Viebsk to allow the 7th Mech Corps a way out of the cul de sac is not entirely correct. Engineers placed the turn before on a hex with
MINES cause it to become
Mines allowing units in travel mode to cross the mines safely while the engineer unit remains. Just go to the menu when you place the engineer, (this can be done by the second turn of the game if you use the foot engineers that start in Vitebsk) and cancel the
Clearing Mines function.
When your 7th Mech Corps is safely across the river, cross with the engineers while having a second engineer unit (which moved up the last turn before the final rearguard crosses) blow the bridge. Now the mines are still in place to cause the Axis player some problems!
You can only pray the Axis commander is cooperative enough to chase your 7th Mech corps into this
Bloody Angle in the Luchesa River.
Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp