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Edit: like what checklist do i go through when I am taking my turn?
One important factor I have failed to consider so far, is that generals can get removed if they lose too many battles, so beware of that.
Consider battle numbers, terrain and how weak the enemy is.
I tried starting as the soviets in 1943. the Germans have spent their bolt, so it is all about building up forces, and you don't have to worry too much about getting encircled.
Btw I have been watching Strategy Gaming Dojo his series is perfect! It was one of the best decisions you guys made to give him an early access code for WitE 2 bc getting a headstart on his tutorial series helped me to have the confidence to buy it!
I'll definitely give this a try as well!
I realize I'm a little late here, but to offer some of my thoughts:
1. You really don't have to focus on the air war if you dont want to in this game. Even after what probably amounts to over 2k hours played between when the game first released as a non-steam game and now, I still have practically no idea how it really works, never interact with it apart from moving air bases forward to keep in range of the ground forces and recon, and I can still win the campaign on challenging difficulty or higher as either side.
2. how far you move things will depend on the situation, infantry can move max 16 hexes if fully supplied but this can be less if they are low on supply and their movement into formerly enemy held hexes will be lowered depending on the morale of the unit, the presence of enemy units in neighboring hexes, and the quality of the corps and Army commanders in charge of it. The same goes for panzer, motorized and mechanized divisions, they just have up to 50 hex movement range. Units can move even further in friendly hexes if they are on an intact rail line and you change to the rail movement mode
3. Deliberate attacks are for breaking well dug in enemy units. You can see the fort level of the hex a unit is in through the fort level map mode. Level 2 and 3 forts are almost certainly going to require a deliberate attack to dislodge the enemy unit from the hex. Level 1 are hit or miss, but with a good enemy unit occupying it, it will also probably require a deliberate attack. level 0 and no fort presence will usually not require a deliberate attack, though this is of course situational, since if you attack a superior enemy unit with significantly inferior units, then it likely won't have any chance of winning without a larger deliberate attack regardless of the fort level. The harder the nut is to crack, the more units you will need to bring in, and that is one of the perks for deliberate attacks, since not only are the attacks more effective, you can have multiple stacks attack a single enemy held hex provided that they all neighbor that enemy hex (the Soviets are an exception, since they have artillery divisions/brigades that can be included in deliberate attack from 1 hex away from the enemy held hex being attacked).
4. Deliberate attacks can't always be avoided, especially against well dug in positions and/or strong enemy units, but they should not be your go to attack, since they eat a lot of movement points (6 for infantry and 15 for mobile divisions though the cost is even higher with river crossing attacks), and you generally want to use your movement points for movement rather than for attacking. This is where quick attacks come in. If you have a strong unit(s) attacking against a weak, poorly entrenched unit(s), a quick attack is a good way to get it out of the way and save more points either for movement or for follow up attacks to further clear the path for follow on units
5. once you do enough attacks and successful offensives, you just get good at eyeballing weak points in the enemy line and those are always where you want to concentrate your attacks and if you mass enough units and use deliberate/quick attacks as needed, you can almost always break through pretty reliably.
6. Which brings me to a final important point on this subject, you want to have as few attacks against in-supply enemy units as possible and put as much effort into encircling enemy units as possible (and then wait a turn), since they will cost far fewer casualties to fight and you will destroy the enemy unit(s) involved, ensuring that they and their manpower and equipment won't be coming back any time soon. to do this, you want to use recon to see how the enemy is deployed and find points in their line where there are fewer units present, either fewer in terms of units in a stack or fewer in terms of units arranged in depth depending on the situation. then try to find where there are two of these weak points relatively closely together for an encirclement, lead with infantry attacks to clear the way, with perhaps some armored support if there is a particularly tough nut to attack and then send in the rest of the armor and motorized/mechanized units to surround, using them to attack as little as possible.
1. Pretty much just bomb wherever you plan to launch a major attack and bomb it as many times as you can/want. It ultimately is not usually all that critical to an attacks success, since at most you likely kill/wound like 100 enemies and knock out a handful of artillery/tanks (read like 1-5 of either). It can help, but its typically not all that decisive.
2. as above, use infantry for punching holes, save mobile units for breakthroughs, only use armor for punching holes if an enemy unit just can't be dug out of its position
3. you'll know you did well if you were able to breakthrough with solely or at least mostly only infantry units and if you have enough mobile units to fully encircle whatever group of enemy units you set out to encircle. If you fail to breakthrough, then you either didn't mass enough infantry to get the job done, didnt plan out your deliberate vs quick attacks very well, or you attacked a section of the line that was too strongly held. If you can't complete the encirclement, you either picked an enemy concentration that was too large to be encircled all in one go, you didnt mass enough mobile divisions for the effort, or you didn't mass enough infantry for the breakthrough, forcing you to fall back on your mobile units.
4. As for your checklist:
1. do aerial recon of the enemy line
2. identify weak points in the enemy line where there are fewer/weaker units in lower fort level hexes
3. determine where your mobile units are relative to these weak points
4. move the mobile units to the closest weak points that are within viable range for an encriclement
5. mass infantry for the attack, including striping other parts of your line of troops. If you are firmly in control and can attack with relative impunity, you don't need 1 unit per hex, you can get away with 1 unit every other hex
6. Use the infantry with the least movement points to attack first.
7. you may need to use deliberate attacks first in order to get through high fort level hexes but after, try to use quick attacks as much as possible
8. send your mobile units through the gap, using the ones with the fewest movement points first and encircle/clear away any potential reserves that are in the way
9. once the encriclement is sealed tight, wait till next turn to attack any of the encircled units, since even when encircled first, units will still rout rather than surrender and will be able to escape the encirclement that way