Erik Rutins
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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A key thing to also be aware of is that the AOs can be turned entirely off. Here are a few posts Gregor made in the Newsgroups responding to a similar question: "I appreciate the questions about the Areas of Operations. It's always hard to grasp what new features are all about, so I wrote an article introducing them. You can find it here http://www.matrixgames.com/forums/tm.asp?m=1792278 and it will be on the SSG site soon as well. However, I would like to address questions that have been raised here as well. Short Reply to Questions Raised There are no Rommels, or even Pattons, in the Red Army. Patton's move to Bastogne was regarded as the wonder of its military age, and was never repeated. It was made possible because on Patton's original front he was facing weak opposition that could barely move and was a negligible offensive threat. Rommel exploited a first class French road network and I seem to recall refuelled his Panzers from civilian gas stations, both conspicuously absent from the backblocks of Russia. Areas of Operations are entirely optional. Long Reply to Questions Raised The Areas of Operations concept seeks to solve some long standing game issues which can be summarised as hindsight, and the ability to act on hindsight. Hindsight, or even just playing the game once, reveals that the Soviet southern front is weakly defended and will be hit by a German juggernaut. Why then would the Russian player use his southern forces to attack west towards Krasnograd or northwest towards Kharkov? Why wouldn't he strip most of the attacking forces from his northern pincer and turn Disaster on the Donets into Stalemate at Izyum? The answer is that he couldn't. Even if a friendly wargamer time-machined back to warn him, he couldn't defy Stalin and the Stavka's orders. Even if he was Stalin, he couldn't move all those men over a non existent road network to a brand new location and he certainly couldn't move the vast mountains of supplies that been laboriously concentrated in their original locations. So Areas of Operations are intended to bring about more historical outcomes in battles, by posing more realistic challenges to players. The Soviet player can't unrealistically and ahistorically reinforce his southern front, because the formations that he would use to do that simply aren't allowed to move there. Similarly, the German player can't strip his lines of defenders and pile them up in front of Kharkov because he knows where the main Russian blow must fall. That's fair to both sides. However, the German player, he does have certain advantages. For example the 294th Infantry Division belongs to XVII Korps and is initially restricted to defending the area around Kharkov. However, the 23rd and 3rd Panzer Divisions belong to 6th Army and they can range over most of the battlefield right from the start, acting as a much needed fire brigade. Only Front level Soviet reserves are given similar latitude but this makes them perform their historically valuable role. Without Areas of Operations, the idea of reserve formations is lost and the player can use them casually when historically the commitment of reserve formations was a crucial decision. Areas of Operations are typically broadened over time but can also be triggered by objectives. The Soviets can release their Tank Corps early if they take certain objectives and restrictions on their southern formations are relaxed when the German offensive in the south makes sufficient progress. As well as bringing realism, Areas of Operations also bring a measure of certainty. Instead of a conceptually blank canvas, you are given a plan, broad outlines that you work within to achieve victory. The Mystery Variants prevent gaming the system. You can't be certain what Areas of Operations your opponent has, so there's no point in trying to line up on the edges of those areas. You might over-commit to the defence of the release hexes of the Soviet 21st and 23rd Tank Corps, only to find that a variant has sprung them early, and that they've just taken Krasnograd, which you stripped of defenders for your cunning plan. Of course, realism isn't the only goal. A game has to be fun, and this battle is hugely enjoyable. Both sides get to unleash major offensive power and both have moments of grim, even desperate defence, sometimes on the same turn. The combination of Areas of Operations and Mystery Variants takes you out of any comfort zone and creates tense, exciting and highly variable battles. Gregor" ----- "Its good to see so much discussion about a single (optional) game feature well before the game is released. I would hope that, regardless of the discussions, people would keep an open mind until they've actually used it in practice. What the Area of Operations system does is allow you to get closer to the historical situation that the battlefield commanders confronted than our previous systems allowed. Real life commanders faced numerous constraints with their actual orders and logistics being the most important. The AO system explicitly imposes constraints on what you can do. But before the cries of 'give me wargaming without constraints or give death!' ring out, remember that there are already plenty of constraints in a wargame. Victory points are a good example. They are obviously arbitrary, and they're a very potent mechanism by which the scenario designer tells you, the player, what to do. The supply system can be used in the same way, and I freely confess that we've done this this before and still do it in Kharkov. The AOs merely make clear what was less explicit before. They should be thought of as embodying a Staff Officer, who tells you which of your brilliant command decisions is feasible and which isn't. They replace what would be tedious system which took account of road movements, truck locations, supply stockpiles unit boundaries and so on. Because it is a high level abstraction, it is an imperfect reflection of reality, but we have many such abstractions in the game. They are there because they make the game fun and give more or less the right result. Now if you want to shoot your staff officer, go right ahead, we give you the gun to do it. I personally have come down on both sides of this debate. I insisted on the 'radio' option in our American Civil War game because I knew that there were some people (like me) who did not want their brilliant command decisions getting lost or misunderstood, even though that assuredly happened at the time. In Kharkov however, I personally find the Staff Officer invaluable. He tells me what my orders are and what forces I have available and within those often very broad limits its up to me to do my best. Those forces that I have available are then much more valuable to me than might otherwise be the case, because I can't just casually 'borrow' a couple of divisions from an adjacent formation if I stuff up. Similarly, my reserve formations are very precious, and commitment of them is a crucial and nerve wracking decision. In an open slather system, this distinction is lost. As for which role is being simulated, well we fudge this issue as I think all operational level games must. In sense you are making Stalin level decisions, but in saying that we must remember that Stalin didn't move regiments and couldn't create roads, or trucks, simply by decree. So the AO system does remove some of Stalin's god like powers but rewards you with a much better understanding of the realities faced by lower level commanders. The AO system also makes the Mystery Variants work. In essence, at the start of the battle, both sides have most of their cards on the table, but are each dealt one or two extra. Obviously, you only know what your own cards are. This fact greatly reduces the effectivesness of canned openings and gamey tactics, which greatly increases the replayability of the game. We will be using this system in our next game and while I can't tell you what that is, I can point to a previous game, Korsun Pocket, where it would have come in very handy. What better way to embody Hitler's order than to simply prevent the unfortunates in the pocket from leaving in the first place. Of course, the Mystery Variants could have Hitler relenting earlier, or much earlier, giving the Soviet player plenty to think about. Syudents of history can probably think of other battles where this feature could come in very handy. Finally, the AOs are only hexes painted on the map in the Editor, with a few bits of associated data. They are easy to change and we will, as we always do, listen to feedback. Gregor " "Just to clarify, the Area of Operations applies to a formation, and restricts all units belonging to that formation to operating within that area. Most units in Kharkov are regiments, some specialised units are battalions. However, within that area, you can move any regiment wherever you like. I chose the Soviet Tank Corps as an example because I wanted to illustrate the varying methods by which they could be released, either by taking objectives or the passage of time. As I said before, 6th Army Units, which include 3rd and 23rd Panzer Divisions can go from Belgororod, to south of Krasnograd and south east past Izyum, which represents a pretty large scope for operations. When we look at a battle like Kharkov, we aim firstly to recreate the setting and fundamental forces that shaped the historical battle, and I think our new system has done our best job yet of doing that. Within that setting, there is still tremendous scope for variability. In an otherwise close game against Ian Trout I moved a single infantry regiment, which fatally weakened my entire defensive structure in front of Kharkov and allowed the bolshevik hordes to pour through and capture the city. The only upside was that, being already on the Russian Front, no further punishment was available for my blunder. Both sides in Kharkov will find themselves attacking and defending simultaneously, so getting the balance right can be very tricky. This, game, more than any others of ours, has also illustrated the critical nature of the immediate counter-attack in defense. By far the best way to rid yourself of those pesky Russian Tank Corps is to have uncommitted forces, together with loads of available artillery, so you can clobber them as they advance into contested ground and before they can dig in. Easier said than done, of course. Gregor "
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