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Enemy minefields in the jump map
08-17-2014, 01:06 PM,
#10
RE: Enemy minefields in the jump map
I would disagree that mines are "legion". For balance reasons, I believe, they're all level 1 and minefields tend to more or less stick to the same density in terms of hexes covered all along the line with the exception of bunkers.

Yes, you could think of the way with the fewest minefields as being the most likely avenue of approach, but in most cases the player will pick a path that will also be the shortest to begin with. Turn limits are currently quite tight, and advancing through areas of the map where minefields are poorly defended (like map edges) will just mean you lose as the Axis. In fact, in most maps there are numerous "safer" approaches where you as the Soviets can simply calculate that the Axis are unlikely to get enough VP's to win from objectives.

Soviet air recon is poor, and in big scenarios sending your reserves as the Soviets (if they're not Fixed) to a certain part of the map too early will just favour the Axis as their recon capabilities are battle. The terrain and turn limits are such that just from looking at the map, you know where the fighting is likely to happen. You don't have strategic freedom, it's an operational level game and you often only have 1 or 2 approaches to take.

As the Soviets, you often don't have many non-Fixed units, if any. Moving the forces forwards early as the Soviets is in my opinion a losing strategy. You're essentially gambling. Moving your forces to where you think the Axis will attack is quite different from moving to meet an actual threat. You know little about Axis strength, don't know when the bulk of their forces will arrive at your lines or their preferred point of attack. Keeping your reserves somewhat behind the frontline is often good enough.

Axis individual units are so superior to yours that simply sending men into the meatgrinder like you would on the strategic scale will quickly burn through your reserves for no real gain unless you can pile them into bunkers. The average SS battalion moves through a D quality Rifle battalion at such a rate and with such force that the Rifle battalion might as well not be there. With your units at such a disadvantage, keeping reserves at a point where they can't be immediately targeted and where you decided when to commit them is essential. Responding to the enemy on the enemy's terms is likely to lose you the game.

For me, the minefields and obstacles are just speedbumps no matter what. They're not strong enough to truly slow down the Germans and your units are often not good enough to make good use of the situation. German A quality pioniere are also very unlikely to be disrupted even at platoon level unless targeted by a massive amount of fire.

It takes some getting used to, but even at Kursk the usual Soviet strategic scale tactic of drawing the Axis in and slowly attriting them before attacking them with a larger force still applies, but it can be difficult to do.
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Messages In This Thread
Enemy minefields in the jump map - by Seisen - 08-16-2014, 01:58 PM
RE: Enemy minefields in the jump map - by Seisen - 08-16-2014, 03:32 PM
RE: Enemy minefields in the jump map - by Aaron - 08-17-2014, 05:01 AM
RE: Enemy minefields in the jump map - by Seisen - 08-17-2014, 09:34 AM
RE: Enemy minefields in the jump map - by ComradeP - 08-17-2014, 01:06 PM

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