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A Rookie Plays EastFront |
By Mike Hoyt |
The subtitle for this article should be something
like "How to miserably fail in invading Russia, lose your entire army and
convince yourself that EastFront is a terribly unbalanced game".
The following mistakes are presented as hypothetical, but I actually committed
all of them during my first several solitaire games. |
Rookie German Strategy for Summer
'41 |
Somewhat more experienced commentary |
On Blitzing
Blitz everything! Hey, we get to rebuild immediately before the July I turn
anyway and we want to do lots of damage right out of the gate right?
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On Blitzing
Well yeah, but that means starting July I with no HQ more than 2 steps (after
production) and that leaves you looking pretty poor come August. If all of those
HQs are also used for combat support, they tend to not get very far east
in June. Better is too realize that the command span of a 3 step HQ is sufficient
to move a lot of people in June. Two 3 step HQs can cover almost the entire
army. They can also move the un-activated HQ right along with the troops, which
lets you start July with a 3 step HQ quite a bit further east.
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On Attacking
Make as many attacks as possible in June 1941 to engage the Russians and eliminate
their units. The thinking is that HQs are expensive, and supported combat is more
effective, so we want to get the most bang for our buck, right? Engage as many
Soviet units as possible with supported units.
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On Attacking
This strategy produces lots of early Soviet casualties, which is real obvious
because you get to remove those 1 and 2 step units from the board. It is not quite
so obvious that it also tends to produce a lot of German casualties, but it does.
And those German steps are a lot more expensive. This strategy also tends to simply
push the Soviets back, but not very far, nor very fast. It is far more efficient
to penetrate in a few selected spots, then cut off large numbers of Soviets and
attrit them down with supply losses. Minimizes both German casualties and dice
rolling!
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On the Rairoad Network
OK, it says the railroads are important right in the rules, but hey, look at the
map. There are rail lines running through practically every hex! Well maybe not
down by Stalingrad, but we probably wont get that far tonight anyway.
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On the Rairoad Network
True enough, but it is surprising how many of those rail lines ultimately narrow
down to a choke point or two. Or how easy it is for a unit to slip through and
with its ZOC cut rail traffic through a whole area. This is important both ways.
The easiest way to kill Soviets is to starve them, but they can also stop an entire
offensive if you let them slip behind you.
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On Major City Fighting
Tackle cities the hairy chested manly way. Certain cities are key to the rail
net and thus any reasonable prospects for an advance, Kiev for instance. Thus
the smart thing to do is to attack them as soon as possible, before the Soviets
can reinforce them, right?
IMPORTANT: Be sure to learn the distinction
between Major/Minor cities. Minor cities do not provide defensive advantages while
major cities are tough nuts to crack.
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On Major City Fighting
Yes, cities like Kiev are important, both for the rail net and the Production
Points. But Double Defense is a real consideration. It is often more effective
to isolate major cities and starve them out. May cost you a few PPs, and you have
to watch out for a possible breakout (Units can Supreme move right back on top
of your own rail net if you're not careful). In the long run you cant afford
to get into too many fights, let alone fights where youre letting the defender
have an advantage like double defense.
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