COMMAND 33: The Great War in Europe: Central Powers Notes: ========================================================= The CP has a tricky time from late 15 to late 16, but he can survive it. A few key points: in 1914 the Germans must kill as many French units as possible (make use of the odds shift on turns 1 and 2 especially). Enough losses here will keep the French from being a major offensive threat until mid-late 15. Always consider the best odds the Allies can get attacking any hex in the west-hexes should be held by the "right" number of units, depending on what the Allies can get together, and whether you want to defend on table a or b (often against the French table a is best). The CP can't be entirely passive on the west front-for example, if you are going last before a strategic turn, you can strip parts of your line to mass for counterattacks (especially before the French are fully entrenched, or if you have a drm chit or concentric attack) provided the empty hexes are covered by HQs or German cities-in your next operational turn you can "fill in the blanks" as it were before the Allied player can react. The CP has tricks the Allied doesn't, but he has to use every one to survive this period in good shape. Some examples-the CP has generally higher attack factors, on the east front more and better HQs (the 11th Army HQ can make a big difference-and don't forget Russian HQs are not flipped back on turn C), and most important the ability to decide when and where to go for a double turn. On turn D (in most cases) large reinforcements and replacements should allow the first double turn in the east-and with enough force available to seriously damage the Russians. Depending on the Russian situation, consider an advance either to cut off the Polish salient, or an attack east out of East Prussia, which may cause the Russians to abandon Poland virtually without a fight if it works. After this first double-turn, use the threat of another double turn (this time in the west) to induce caution in the western Allies. If you punch a single hole in the west on the first turn of a double- turn, you can do a great deal of damage. The only way he can be sure of preventing that is by forming a double-line, but if he does that, he's going to lack the manpower to conduct major attacks that turn -and every such turn helps you attrition wise. Again-if he forms a double line to defend against a double turn that never comes , great. If he doesn't form a double line, strip part of yours as explained above, punch a hole, and show him the error of his ways. In general I send the units with a higher defense than offensive strength (1-2-3, 2-3-4, 3-4-4 etc) to the west, as many of the other units (including a good batch, but not all-or even most, of the 4-4s) to the east. In attacks try to include cavalry or other weak units to take the losses. Other tips for keeping attrition in bounds-the more ground you take in 1914, the more you can afford to give up if the pressure gets too great later on. Don't be afraid to use cavalry or a single weak infantry unit to hold a hex you can afford to lose. Units in your available box can plug holes or reinforce battered hexes with the HQ placement rule. Hexes you do want to hold (Bethune say) should if possible have at least one devastated hex adjacent to lower the odds. If the British player has a stack of Anzacs and/or regular army (the 5-6-4s) 4 or 5 high, see if you can hit them at 2-1 concentric or with gas-they are hard and/or impossible to replace. 1916 is a tough time for the CP (as it was during the war) but he can get through it, not only intact, but in good shape to win later in the war. The key is to use every trick in the book, don't fall into predictable tactical patterns, and plan ahead (while rolling as needed with the punches). My first two games as the CP also ended in defeat in 1916. But I learned from my defeats the lessons and methods I've listed above, and have always made it into 1918 since (except in one game the CP won a sudden death in late 17!). Ted Raicer