ColinWright
Posts: 2604
Joined: 10/13/2005 Status: offline
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ORIGINAL: Panama quote:
ORIGINAL: Bibbo Hey all FITE afficiandos listen up. I would like your opinions as to the balance issue of the game Once we get into early 42, I'm finding that with a good Soviet player, the game is over. Is this the case in general and if so what can be done about it. Seems a real shame...there has been no wargame and no scenerio I've enjoyed as much as TOAW III and FITE. Egads. Where can I begin. Soviet divisions are at full strength when it was rare to see one achieve that. Average division sizes on 1 June 1941: Leningrad Military District: 11,985 Baltic Special Military District: 8,712 Western Special Military District: 9,327 Kiev Special Military District: 8,792 Odessa Military District: 8,400 It was even worse for divisions in the interior and STAVKA reserves. Many or most divisions spent the entire war understrenght. Equipment shortages, especially 37mm AA and 45mm AT guns. The 37mm AA guns were complicated to make and it took a long time to produce them. Trucks, trucks, trucks. Many of the Mech corp that start the game simply did not have any trucks. The infantry had to walk and so early on the tank elements went into battle unsupported because the infantry couldn't get to the battle in time. No trucks. Same for most of the other divisions in the entire army. The Soviet mobilization plan called for many of the trucks to come from the civilian side. Of course that was quite impossible in the beginning. Simply determine which divisions were crippled this way and take away their trucks. Do not fortify the border guards in the Western and Baltic MD. Each infantry division was missing 1/3 to 2/3 of it's horses and 25% to 80% of it's motor vehicles before things got mobilized after 22 June. This made the infantry less mobile against even the German infantry divisions. Against the panzer divisions they could hardly manuever at all. Needless to say the frontier divisions lost most of their heavy equipment in a few days. Even more importantly, a great deal of artillery was completely useless because there was no way of moving it.quote:
The Soviets ended up using horses to pull the majority of the artillery during the war, not trucks. The 76mm artillery that was attached to the division was a direct fire weapon because there was no technical support for indirect fire. Divisional light artillery shouldn't get to be indirect fire through the entire war. Don't know how you could model that.quote:
Put it in units that lack an artillery icon. Allow all Soviet units to manuever. Don't cripple their ability to respond. If you do the above it really is not necessary. Do not give the Axis ownership of any Soviet hexes. If players can't do the same thing the Germans did that's fine. They can't win the battle either so I guess you don't really want them to achieve the same results historically, eh? ... In reality, forces often achieved higher rates of advance than TOAW's hex conversion rules will permit.quote:
Divisions reconstitute far too fast. And they evaporate far too easily. Read unit histories for the Soviet infantry divisions. About the only time the were destroyed was when caught in a pocket. Rarely otherwise. This was true of all armies of major combatants. Even if the division had no more men than a regiment it still was there, not 'evaporated'. 'There' in what sense? An evaporated unit in TOAW hasn't been wiped out -- it's merely been reduced to a condition where it cannot be militarily effective.quote:
Do not force Soviet divisions to Army support. They moved from army to army as much as the Germans did. Make Soviet supply range less than Germans for the entire war to model their worse logistical problems. This should make up for Force support somewhat. You might even want to create an article of static equipment so that Soviet units could build up power as they sit -- but lose it once they start to move. Just a thought...quote:
Remove the airstrikes that occur before each and every combat round. Totally unrealistic. Pathetic really. Wrong thread, and you know it.quote:
Tie cities lost to victory conditions. Force the Soviet player to sacrifice units for time. If a city falls before a certain time the Soviets lose so many points. Lose too many and the Soviet player loses the game. Don't time victory conditions to an all or nothing level. Yeah. It's my opinion that the Soviet Union was on the verge of falling apart in October 1941. She could have handled losing Moscow in 1942 -- not in 1941.quote:
Want to make it really fun? Set all recon for both sides to zero. Now that would be fun. Never know what the other side is really doing. Actually be able to make feints and then strike someplace else with the main force. Wheeee. That's all I can do off the top of my head. I'm sure there's more. BTW, did you know most lend lease ( at least 75%? ) came through the Pacific Ocean to Vladivistok on Soviet ships from the US West Coast. No war with Japan. So maybe not even bother with the Arctic Front. I don't think it was 75%. It was a lot, though. However, when? I wouldn't be surprised if the Murmansk route was disproportionately important in 1942-43. There was also Persia, by the way. However, that definitely took a while to get off the ground.
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I am not Charlie Hebdo
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