Altaris
Posts: 216
Joined: 8/14/2009 Status: offline
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ORIGINAL: 76mm quote:
ORIGINAL: Altaris However, from what I've seen, a good, experienced Soviet player can easily pull back each turn, and with current rules, keep a wall 4-5 hexes deep of at least lvl 2 forts, so long as he's pulling back orderly. Not sure if it is as easy as you make out--have you played as Soviets? Yes, been playing a HtH solo game playing both sides, just to see what's possible. It's not hard to go from 0 to 2 forts in 2 turns, even with only 1 division in the hex. 0 to 1 fort is very easy to do in 1 turn. 1 to 2 requires some RR construction support units to get committed to go up in 1 turn with only 1 division in the hex, but it's definitely doable. You can make a lot of progress on that 3rd turn towards lvl 3 too, especially near the cities where population really helps out a lot. This does mean the Soviet has to have a plan of getting troops to the hexes where they want to build, and keeping them static to dig in. The best way to do this is to have the checkerboard defense in your expendable front areas those first few turns, build your first defensive line of 2-3 hexes deep, and keep pulling back. With a good build plan, the Germans are doomed to be stuck in carpet fort hell by August. You can't pull off the type of encirclements PDH has if you have a carpet of Soviets 5 hexes deep in lvl 2-3 forts. It's just not possible. But I do think PDH has the right strategy as Germans to kick out east hard and fast, and keep the Soviets off balance. Still, a Soviet player that has a strong grasp of what to expect can counter those forward movements.
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