Industrial
Posts: 143
Joined: 5/29/2006 Status: offline
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quote:
ORIGINAL: glvaca Without wanting to imply you are not an excellent player, which you obviously are, I would wager a guess your opponent has fought to close to the German border and in essence addopted what is called the forwards defence. This style of play has benifits if it works but is also the potentially most dangerous when it fails. As it clearly has in your example. Quite on the contrary, in DNO a soviet forward defence has actually quite good chances of succeeding, thanks the the enormous soviet reinforcements and replacements. In quite a few DNO games I stalled the german thrust by turn 10+ in a bloody stalemate! Only when the Axis player really knows his business will the soviets be forced to flee, but than again they will get so many reinforcements and reconstituted units and replacements that from turn 4 forward its not uncommon for them to get several pages or reinforcements each turn. quote:
It's been said in other posts that the Russians don't have enough units in this scenario and that therefore the scenrio is broke. to do a don't think this is a scenario design problem but is quite historical. All through 41 the Russians simply didn't have the troops to form a decent front line accross the whole of the Soviet Union. Are you mistaking DNO with FitE? In DNO the soviets are swimming in units, in fact they have hit the 2000 unit limit and you are therefore unable to divide their division, (that's in a game which only simulates mid 1941- Feb.1942, and not like FitE 1941-45) but thats no problem, as you'll get almost 2 divisions for every regiment the germans can throw at you :) In one DNO where the germans surrendered at turn 6 I had 760 units who were able to man a front from the baltics down to the black sea, while still having units in reserve. In another DNO where the germans surrendered at turn 14 the soviet had already 970 units, manning approximately the same front as in the above mentioned game. I haven't counted the length of the front in hexes, but as most soviet units are full rifle divisions and with utilizing the nature given good defencive positions, those 750 units can form quite a formidable defence. quote:
Also not modeled in TOAW is regauging which is a rail pain for the Axis in the Boardgame. As you need to repair all the rails first and then regauge them. Regauging is simulated by the Axis having a 100% rail destruction, so every RR hex you capture will be destroyed and has to be repaired/regauged. quote:
In fact, by running far enough the Axis will run out of supply and certain objectives will just be unreachable untill the rail lines get repaired. Oh, the Axis will run out of supply by turn 4 or so and from that point forward advance at continuously 1% supply, but thtas just because of the TOAW supply system weakness and there is really nothing you can do about that. quote:
It seems to me that most Sovs make the mistake of fighting to close to the border, get their lines pierced and then cannot disengage fast enough, and get surrounded, and killed leaving gaps which cannot be plugged. A common mistake I seem to see is fighting heavily for the South while in the boardgame it is common practice to leave the South to the Axis while using the troops to help defend Leningrad and Moskva. I'm not saying that you cannot leave rearguards in Kiev and Odessa, and other places, far from. But fighting along the whole length of the Diepner through to Gomel, Vitbesk, Velekiey Luki unto Leningrad in the summer of 41 is just asking for trouble. As pointed out before, a competent Axis player will concentrate his forces on 3-4 spots, break through and surround the rest. Quite historical. If you think it's that easy, care to play a game of DNO agianst me, you can take the germans if you want I don't have TOAW III yet, but as the scenario isnt converted to TOAW III yet that should be no problem, my trusty CoW will still do the trick quote:
When all is said and done, remember that the Russians lost Kharkov, Kiev, Smolensk, etc... and still managed to win the war. The Russian should conserve his strength untill winter when he has the advantage. Alternating the tune "run, run away" by "run, run away and delay" True, but in DNO there are serve penalties for losing those cities, for one they will increase the EEV (the earlier you lose them, the higher teh EEV increase) which can lead to a sudden death vicory for the Axis should they capture Moscow early enough, and losing replacement cities will also lower the soviet replacements, which are way above the axis replacements by teh way. German replacements: 200 Heavy Rifle Squads/turn, soviet replacements: 1500 Light Rifle Squads + 2500 Rifle Squads per turn...
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"The conventional army loses if it does not win. The guerrilla wins if he does not lose." Henry Alfred Kissinger <--- aka: Kraut
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