Announcement

Collapse
No announcement yet.

OKW - The Axis Commands HQ

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • OKW - The Axis Commands HQ

    All updates for the Axis Team will be posted here. This is also the place for general chat amongst the Axis players but beware of posting your top secret info. We will be using the honour system in the HQs and players should not 'visit' the other threads. However,...
    Last edited by The Purist; 18 Nov 09, 09:05.
    The Purist

    Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

  • #2
    The Wehrmacht

    The Army

    The German Army’s stock in trade are the 6-5 inf div, the 8-8 Pz Gr div and the 10-8 Pz div supported by a number of 2-5 Falsch Jgr regiments. These units form the core of the army supported by a few other types of motorized, mountain and air landing divisions. Beginning in 1942 the regular army is backed by a number of SS Pz and Pz Gr div that are quite powerful but also very expensive to raise and rebuild when reduced to cadres. Since the German plan also requires massive expansion of controlled territory there is also a need to raise Railroad Repair Units (RRU) and Mobile Supply Units (MSU), these are more expensive than almost any of the divisions and are limited in the maximum that can be raised and deployed.

    The game uses a series of progressive builds in producing units. Every unit evolves from a lower cadre and units are “built” up during the production phases. Every unit begins its life in games terms as a 1-5 inf cadre. A 6-5 div reduced in combat becomes a 1-5 cadre, a 2-5 para reg’t starts from a 1-5 cadre, as does a 6-1-5 Artillery divisions.

    A brief run down of German divisions –

    1-5 Infantry Cadre – this is the base unit for the Static, Security, Infantry, Artillery Mountain and Air Landing divisions. It is also the cadre for the Para reg’t Ind Pz Motor bdes and Para reg’t

    1-(5)-1 Static div – a garrison unit that moves painfully slowly and has no real offensive ability. It defends the ground it stand. Best asset is when reduced it becomes a 1-5 Cadre. They relieve 6-5 divisions for front line duty.

    6-3 Secitiry div – Looks a lot like a 6-5 inf div but this unit cannot fight regular army units. It will defend itself when attacked but this div is meant for taking on partisans.

    2-5 Para reg’t – expensive specialists but these are a necessary unit. Three regiments can combine into a 7-5 Falsch div,… one the German armies best

    6-5 Infantry Div – The mainline German division. Raise a lot of these since all the new Pz and Pz Gr divs come from this unit as do the motor inf and SS mechanized divs.

    5-5 Mountain div – more expensive and longer to train than a 6-5 the 5-5 Mtn divs sole purpose for existence is for moving through mountains faster than most leg infantry units.

    4-5 Air Landing div – even more expensive overall than the Mtn div this unit is used in concert with the Para reg’ts in air assaults. Their costs makes using them on very risky operations somewhat questionable in a game with finite limits and long term strategy.

    3-10 Motor bde – a motorized infantry brigade of limited use but does credit you back some personnel points (PP) from the 1-5 cadre if you are running low late in the war and need a nimble garrison in the rear.

    6-10 Motor div – this is the 6-5 with trucks. It takes an additional four months to raise and 33% more production cost than a 6-5. How many to deploy is up to the grand strategists.

    7-10 Motor div – a stronger version of the 6-10 and even more expensive. It also requires mech replacement points (MRP; see the section on replacement points) to rebuild in the field,… another costly item. Value is questionable (?)

    8-8 Mech Infantry div – these are the Pz Gr divs and pound for pound this is the most economical unit in the German army. It is raised from a 6-5 div but only at ½ the cost of the 10-8 Pz div. These units should be shipped home for rebuilding as the use of an MRP is an extravagance the Germans can afford only in extreme situations or in far off theatres (like Africa, for example). These can also be converted to Pz divs quickly.

    3-8 Armour bde – A Pz brigade. Germany starts with two of these and considering their cost (as much as a 1-5-1 Staic div) there is little reason to build more. Like the Motor bde, a PP credit is earned from the 1-5 cadre.

    10-8 Armour div – The Pz div. What else is there to say.

    11-8 SS Mech div – An expensive but strong Pz Gr div,… best raised by converting a 6-10 motor div. 50% more expensive than a Pz div. Available in 1942.

    13-8 SS Armour div – Like the SS Pz Gr div this unit is best raised from a 6-10 motor div but even then is more than twice the cost of a 10-8 Pz div. Both SS divs do make for very powerful additions to defending stacks. Available in 1942.

    6-(1)-5 Artillery div – While this unit costs three time that of a regular infantry div they do allow for stronger attacks by being able to shoot over the front line (2 hex range). Germany should raise all six allowed as they become available. Not very mobile and they will probably be over run in a fluid situation if care is not taken but worth it.

    MSU – Very, very expensive and while they are called mobile that simply means it is a supply dump that can waddle forward very slowly and extend supply range. The German army will have to decide where and how these are to be deployed as there are never enough to go around.

    RRU – not as expensive as the MSU but still pricey and critical to any campaign for repairing or converting rail lines. No offensive will go far without these.

    x 3 Fortification – need an Atlantic Wall or an Eastern Rampart? These forts will triple the defense of a single infantry type unit vastly improving the stacks strengths. Lots available but never enough.

    FlaK – raised to protect the factories and resource centers from Allied bombers. An adjunct to but not a replacement for air points. Up to six FlaK points may occupy a hex which also adds to the ground defense without counting toward stacking.

    IRP – Infantry Replacement Point. Instead of sending a reduced div back to Germany for rebuilding through the production methods these points can be expended in the field. The cost 50% more than rebuilding a 6-5 in Germany but the divisions can stay at or near the front. Units rebuilt are immobilized for one turn with a good dose of attrition (attrition/fatigue/disorganization = AFD)

    MRP – Mech Replacement Point – works the same as the IRP except these are for use on the German 7-10 and other mechanized and armoured divisions. Fairly expensive so the Pz units tend to get these. The SS divs require two points to rebuild so it be worth to send those divisions back to Germany for rebuilding. As noted using an MRP on the 8-8 Pz Gr div is questionable.

    The Air Force

    Germany starts the war with a healthy advantage in air power but even in 1940 the CW and French will quickly make up ground. A minimum of 30% and a maximum of 50% of production must be spent on the air points , they do have a critical role to play. Attaining air superiority (forcing the opponents air force to stay on the ground) will allow APs (air points) to be used for ground support, interdiction, anti-shipping and port suppression. Later on they also form the main means of defense from allied strategic bombing attacks.

    Air Points – These are expensive to produce the first time but rebuilding them comes at a 50% discount. Keeping the Luftwaffe up to strength for the first half of the war is a necessity. If you can defeat the RAF APs can help lessen the effects of the Royal Navy’s interdiction of any invasion attempt in England (although they cannot stop it entirely). Even after the tactical air war swings to the allies and USSR, defense against bombers is a must.

    Air Transport Points – ATPs are required for lifting the Para and Air Landing units for their assaults. The are also used for moving these same units to drop in friendly territory to reinforce or create a new line of defense. ATPs can suffer losses from use on operations.

    The Navy

    Very early on the Germans will have to make up their minds if they want to attempt Sealion or stick to the U-Boat war. Only 30% of a months production can be used on naval units. The creation of SURF and AMPIB points is expensive, will come at a cost to the U-boats and will be exposed to the allied High Seas Interdiction if they venture out into the North Sea or Atlantic. That being said, SURFs can also be sent out to assist the U-boats as Raiders but are the first to suffer losses. U-Boats, SURFs and AMPHIBs all cost the same and take almost one year to construct (thus the need for early decisions regarding Sealion). The German Transport Points (TRNPT) are much cheaper to build and are necessary for running supplies in the High Seas Area.

    After all is said and done,… a few AMPHIB points will make the Red Army take notice of their deployments in the Baltic.

    U-Boat Points – used to attack allied shipping and delay reinforcements. The Germans cannot ignore the U-Boat war as the extra resources will only accelerate the pace of allied reinforcement. Only late in the game can the Germans give up trying to stay ahead.

    SURF Points – the primary use is for escorting (screening) AMPHIB and TRNPT points from attack in the High Seas Area. The can also augment the U-Boat attacks but at some risk.

    AMPHIB Points – the only way to attempt to land German infantry on hostile shores is with these units. The German fleet cannot go everywhere but if available the opposition must take note or suffer the consequences.

    TRNPT Points - these can lift supplies and axis units wherever the German fleet has the ability to sail.
    Last edited by The Purist; 22 Nov 09, 21:18.
    The Purist

    Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

    Comment


    • #3
      The Axis Armies

      The Axis Allies

      The other Axis armies are but pale shadows of the German juggernaut. Here are a few points.

      Italy - Italy brings along its own air force (fragile arm that it is) which is its best addition to the Axis cause. The bulk of Italy's army is made up of 2-4 infantry along with a number of 1-4 garrison divisions. Italy's main strength comes from her three armoured divs (4-6), 3 mech divs (3-6) and three Motor divs (2-10) There are also three 1-6 armoured and three 1-10 motor bdes but their roles are limited. Italy will require assistance early and as quickly as possible if the CW is not going to rout them in Africa. The good news is no one will force the axis to attack Greece (unless you are looking for trouble).

      The game also allows the Axis to deploy 10 German and 20 Italian combat formations in Africa, which is more good news. The bad news is that Tripoli is the only major port that can supply any army at all unless Malta falls. The Germans will be faced with the decision of deploying enough MSUs (about 5) to Africa to carry the German units at least to the Egyptian border and these can only come at the expense of the Russian campaign.

      Finland - Finland has the strongest army of the minor Axis nations. However, Finland has limited war aims and the army is quite fragile. Heavy losses on the attack could see an early exit of the war if the Red Army begins to push back. Reinforcements are few but the quality of divisions is good (4-5).

      Romania - The Romanians provide a large but fairly weak army (2-4 infantry, 1-6 armour) that is adequate (with German assistance) to fight the lower echelon Red Army units. Regularly reinforced but losses will always exceed replacements.

      Hungary - Similar to Romania but with a smaller army. Its divisions can relieve German formations from garrison and anti-partisan duties as well as provide some additional strength at the front. Like Romania it will require German troops to assist in operations against the Red Army.

      Bulgaria - Weakest of the Axis armies it is also forced to stay close to home. It can help in Yugoslavia against Partisans and in a last stand before Bucharest. When Romania falls, so will Bulgaria.
      Last edited by The Purist; 29 Dec 09, 01:26.
      The Purist

      Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

      Comment


      • #4
        Originally posted by The Purist View Post
        All updates for the Axis Team will be posted here. This is also the place for general chat amongst the Axis players but beware of posting your top secret info. We will be using the honour system in the HQs and players should not 'visit' the other threads. However,...
        I have enough to absorb right here, thank you very much!
        How soon do you want our first orders?

        And, can we get an initial OOB and cost of production chart?
        Last edited by The Exorcist; 22 Nov 09, 20:00.
        "Why is the Rum gone?"

        -Captain Jack

        Comment


        • #5
          Well,... you had best wait to see how many other German "general" are in. Tsar has first hand knowledge of the game and is in touch already. He was telling me he wants to be on the OKW team.

          Welcome aboard.
          The Purist

          Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

          Comment


          • #6
            Glad to be here!
            And Khryses has already been in touch with me by PM, looks like we have a full team.
            "Why is the Rum gone?"

            -Captain Jack

            Comment


            • #7
              Excellent, we'll just wait for your partners to check in before starting the German moves for III/9/39 and IV/9/39.

              German OoB III/9/39:

              7 Pz Div
              7 Pz Gr Div
              52 Inf Div
              47 Inf Cadre
              1 Cav Cadre
              2 Pz Bde
              2 RRU
              20 AP in the east
              3 AP in the west.

              Question for OKW Staff -

              Eastern Front (Poland)

              Do you want a full out attack on Poland to take Warsaw in two weeks or a more measured assault to keep losses down but extent the campaign to three or four weeks, damn the losses.

              Western front - You have IRPs for 9 divisions this week. How many would you like to expend to shore up the defences of the West Wall? Should the remaining cadres be sent back into the production cycle?



              Last edited by The Purist; 22 Nov 09, 20:20.
              The Purist

              Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

              Comment


              • #8
                General Khryses checking in.

                I'd say go for the two-week campaign in Case White and throw all nine cadres back into the production cycle - speed is our ally here and if we let any of it escape us we cede the initiative. As Napoleon put it, "Ask me for anything but time!"
                Captain Khryses, Silver Star Omnilift Wing

                Comment


                • #9
                  Originally posted by Khryses
                  ... I'd say go for the two-week campaign in Case White and throw all nine cadres back into the production cycle - speed is our ally here and if we let any of it escape us we cede the initiative. As Napoleon put it, "Ask me for anything but time!"
                  A little note here on game function

                  Game note.

                  You have 47 cadres. I am just noting that the western front is weak at the moment and *if* the French attack you could lose Saarbrucken, its factory (effecting production and requiring time and money to rebuild) and some political prestige that could hurt Germany amongst the minor countries and potential allies.
                  Welcome aboard.
                  The Purist

                  Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

                  Comment


                  • #10
                    Okay, how long would production take? Was thinking a week or so, which to my mind is a risk worth taking to have nine new divisions to use for defence.
                    Captain Khryses, Silver Star Omnilift Wing

                    Comment


                    • #11
                      IRPs give you immediate results although the unit disorganisation is a bit high bit the divs will still be stronger than cadres. Inf Cadres are sent for upgrading can be converted to:

                      6-5 Inf Div - 3 months
                      6-3 Security Div - 2 months
                      1-5-1 Static Div - 2 months
                      2-5 Para Reg't - 4 months
                      5-5 Mountain Div - 4 months
                      4-5 Air Landing Div - 4 months
                      3-10 Motor Bde - 3 Months
                      3-8 Pz Bde - 3 months

                      Right now we are dealing with the plans for the next two weeks (before the 10/39 Production Cycle).
                      The Purist

                      Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

                      Comment


                      • #12
                        Some Strategic Notes

                        Looting

                        While you are pondering how to make the Reich powerful here are some things to consider.

                        Game Note:

                        The German economy can supported by looting conquered nations between 1939 and the end of 1942. The more powerful the nation conquered the more production and personnel that can be added to German Production Cycles. Individually small nations like Denmark, Yugoslavia or Belgium may not contribute much each month, a few points at most. However, collectively and over the period of 1939-1942 it can add up to some significant values.
                        You may wish to cast your eyes about to see if any small countries can be added to the German sphere at relatively light or no cost before switching your attention to the French and British in 1940.
                        The Purist

                        Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

                        Comment


                        • #13
                          Neutral Countries

                          Politics and The Minor Countries

                          PP #/#= Political Points lost/gained for declaration of war/conquest.

                          Poland - Poland has a large army of good overall quality. However, the country is so large that it is impossible to defend it properly. It surrenders with the fall of Warsaw. Garrison - 15 divs. can be looted for production and persinnel. PP -2/+3

                          Denmark - no armed forces to speak of it will surrender easily. It can be looted for production and personnel points. Garrison - 2 divs. PP -2/+3

                          The Benelux (Luxembourg, Belgium and Holland) -
                          - Luxembourg - has no army and like Denmark will surrender easily. It cannot be looted. An attack on Luxembourg is considered an attack on Belgium. PP -2/+3
                          - Holland - Has an army but it is small and weak. Capture Rotterdam and the country will collapse. It can be looted for personnel points. Garrison 2 divs. An attack on Holland is also considered an attack on Belgium but not vice versa. PP -2/+3
                          - Belgium - Possesses a sizeable army that is well deployed to defend Antwerp and Brussels (its strategic objectives). The fortress of Eban Emaul stands in the middle of any invaders path. Once captured and repaired, Brussels Manufacturing Centre will work for the Germans. garrison 2 divs. Belgium can be looted for production and personnel. PP -2/+3

                          Norway - It has only six divisions but the terrain is hell. You must capture every port to force a surrender and the lose of Narvik has bad implications for German production in the winter month. Garrison 10 divs. Can be looted for personnel. PP -2/+3

                          Greece - Possesses quite a large army that is defending in excellent terrain. Athens and Salonkia must be captured to force a surrender but forces on Crete will fight on. Garrison 5 divs. Can be looted for production points. PP -2/+3

                          Yugoslavia - Yugoslavia has a large but weak army. Its main concern to the axis is that destroyed units become partisan cadres that can become partisan 'units' and later "divisions". Partisan cadres are tough to defeat (they are, after all, villagers and towns folk) and it is better to let them show themselves before the garrisons try to attack. Garrison,... as many as it takes to control the place. Can be looted for production and personnel. PP -2/+3

                          Spain and Turkey - Two large pro-axis nations with sizeable but moderate quality military forces. Spain requires a 30 div garrison, Turkey 15 divs. Spain may be looted for personnel points. Turkey posses resource centers than be used by German when/if they gain control and repair the rail line. PP -10/+3 each (explains why attacking is not a good idea).
                          Last edited by The Purist; 29 Dec 09, 01:32.
                          The Purist

                          Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

                          Comment


                          • #14
                            Hmm okay, then I'd still say it's worth converting all of them, having spent all 9 IRPs to shore up the West Wall - but also, let's go with your Plan Suisse, Exorcist - maybe drawing units out of the West Wall once we have refitting veterans from the Polish front to replace them. I'd still prefer to let the Allies make the first move in the Low Countries and focus our defences on the direct frontier.
                            Captain Khryses, Silver Star Omnilift Wing

                            Comment


                            • #15
                              Two Countries Not to Attack

                              Sweden and Switzerland

                              Sweden - besides being almost impossible for the Germans to reach the Swedes are giving German much needed resources while asking nothing in return. It has a good quality army that is fairly large and hard to get at. It surrenders when you have destroyed the last Swedish division. Can be looted for personnel points. PP -20/+3

                              Switzerland - possesses a medium sized but very well equipped army that occupies a number of fortifications in mountain terrain. The Swiss will only surrender when you have destroyed the last division. Switzerland can be looted for production points. Garrison 10 divs. PP -20/+3

                              Attacking either are political disasters that will offend friend and foe alike. I can't think of a single good reason to do so. The costs far out weigh the benefits.
                              The Purist

                              Words ought to be a little wild, for they are the assault of thoughts on the unthinking - John Maynard Keynes.

                              Comment

                              Latest Topics

                              Collapse

                              Working...
                              X