jimh009
Posts: 368
Joined: 5/15/2005 Status: offline
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What a great AAR. Thank you for posting it. Needless to say, I'm itching for the day when this becomes available. This game seems like a nice balance - not so detailed that a game requires extensive micromanaging as WiTP:AE, but not so abstract like most other land warfare games. I do have some questions if you don't mind answering them: 1. Despite reading the entire AAR, I'm still unsure what all the symbols/numbers represent on the various units. Could you post a few of them and then go through what each symbol/number represents. For example, I'm still unsure what numbers corresponds to movement! 2. Could you also show a graphic of airbases, and what numbers represent what - and how you know what aircraft are at each base. 3. Could you explain more how air missions work? To do a bombing mission, is it as simple as selecting something that says "bomb", then click the target hex? Or is it more complicated than that?? Likewise, is CAP automatic - or do you assign "zones" to have CAP? And are aircraft types automatically chosen for air missions - or do you have to select each aircraft for each mission?? 4. A question on rail movement. If you move a unit by rail, when it disembarks - is the unit "frozen" in that hex until the following turn? Or can it disembark and immediately begin movement? And how far (many hexes) can a unit move by rail in a given turn? 5. Ok. One more question. What is meant by the term "railhead." Is a railhead those little "dots" scattered along the rail line? Or is a "railhead" any hex that has a rail line going through it? 6. Are there stacking limits in the game? Or a maximum amount of units/troops/total strength that can be packed into a hex? And/or is there a penalty for having too many troops in a hex, similar to how WiTP:AE has? 7. Last but not least, can you elaborate a bit on how naval operations and amphibious operations (if there are any) work? Thanks again for the great AAR. BTW - the AI seemed to follow a solid strategy after your re-start. While there might be a bug with too many weak Russian units, it's still a good strategy. The AI seemed to fall back in good order - reserving many of it's troops for later in 1941 and avoiding the catastrophe of a standup fight in the first weeks after the German invasion. That was a solid Soviet strategy in the old War in Russia game - retreat to the outer edge of the German initial attack (where supply runs thin and the panzers are out by themselves, waiting for the infantry to catch up), then form a line that has some depth to it, thus forcing the Germans to plow through them, instead of creating huge pockets of cut-off troops through maneuver. The AI seems aware of the old maxim about the eastern front - the Russians have more men than the Germans have bullets! I'm also impressed with where and how the AI counter-attacked. It attacked the German AGC bulge in a perfect place. And it's broad frontal counter-attack was sure to poke some holes in your line and force the German line to start moving backwards. And wow, like another poster said - some of those screen shots showing all those Russian units are downright scary if you're the German player!! All said and done, I'm very impressed with this game! I was a bit hesitant when I saw the turns were one week in length instead of a few days, but after reading through this AAR - week turns now seem ideal.
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