Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Boring Opening Moves

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: Boring Opening Moves Page: <<   < prev  1 2 3 [4] 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Boring Opening Moves - 6/3/2011 1:44:39 AM   
Lieste

 

Posts: 1823
Joined: 11/1/2008
Status: offline
I have the '10 day' figures for KIA/WIA/MIA to 10th Jan '42 as well, but they don't include matching DNBI values - they also must be reduced to per-day figures for meaningful comparison, as a 10 day return can be for between 8 and 11 days. 1-10th, 11-20th, 21st to month end.

They support the heavy fighting in July/August, with Dec/Jan figures lower than those in June. Some scatter of values depending on activity, and of course the scale of the fighting - whole front light combat is 'heavier casualties' than very intense combat for a few corps, but those troops may disagree ;)

Return rates given as 56% of WIA return within an average of 98 days, 93% of DNBI in "roughly a month". A proportion of the remainder would also be fit to return to light duties including garrison (thus potentially freeing the person they replace...)

It is noted that winter 'returns' are lower than earlier in the war - more WIA died from infection/disease, and the return rates for the Eastern Front are generally worse than other theatres.


< Message edited by Lieste -- 6/3/2011 2:12:10 AM >

(in reply to neuromancer)
Post #: 91
RE: Boring Opening Moves - 6/3/2011 1:45:52 AM   
TulliusDetritus


Posts: 5521
Joined: 4/1/2004
From: The Zone™
Status: offline
quote:

ORIGINAL: neuromancer

quote:

ORIGINAL: TulliusDetritus
Neuromancer, in a nutshell, you are basically saying that N O T H I N G can be done to isolate or harass the panzers. Ok, let's have a map with Vladivostok in it... Oh, and obviously no need of Soviet counters. What for? Apparently panzers are untouchable


Sigh. That is not what I am saying. But as you are clearly not interested in what I am actually trying to say, then I won't bother trying any more.



Basically it's what you said...

You said why you can't cut them off (they have their own supplies). This we know.

Could you tell me when will we be able to cut them off? In theory:

1) soon or late they will run out of gas
2) gas should arrive (trucks). This is yes or yes.

Conclusion, can we cut these line of communications off? Yes or no? When exactly?

I would say the game is abstract on this one. To simulate 2) you M U S T isolate an enemy unit...

< Message edited by TulliusDetritus -- 6/3/2011 1:52:35 AM >


_____________________________

a nu cheeki breeki iv damke

(in reply to neuromancer)
Post #: 92
RE: Boring Opening Moves - 6/3/2011 2:04:36 AM   
Lieste

 

Posts: 1823
Joined: 11/1/2008
Status: offline
You do not need to have a continuous supply line open, merely escort the supply column and/or ensure that it is (relatively) unmolested as it passes through.

A temporary interruption of supply is an inconvenience, but it takes a fair while to distribute and use all the supplies that a major formation carries in it's intrinsic transport.
Given a 1 week turn, the isolation of a unit in the enemy turn, relieved in your own, is really only equivalent to 3-4 days of isolation, which may be the interval between major supply arrivals anyway... - could be a problem if it coincides with a delayed supply column from a previous week, but otherwise you mightn't even notice... the organic supply should be enough for 2-3 weeks, more if a supply shortage can be predicted ahead of time and early rationing imposed.



(in reply to TulliusDetritus)
Post #: 93
RE: Boring Opening Moves - 6/3/2011 4:12:05 AM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline

One thing that seems to be missing from the discussion of supply mechanics is the ability of the Germans to resupply their panzers by air. This is very effective, more so if you can keep the HQ unstacked and accepting all the dropped supply. Maybe there is something that could be done here in conjunction with the isolation issue to alleviate the penalties somewhat...for both sides.

My perspective is that it is definitely harder to play the Axis well (and that's all I've played, so maybe that's an ignorant opinion). But I do think they can be played well and we've seen some fine examples in AARs. I'm not convinced the Soviets are all that overstated in 41. I think giving the players the option to do better than the Soviets did in 41 is good for game play.

Neuro has IMO definitely pointed out real issues in the isolation model, I'm just not sure I know how to tweak it without utterly denuding the Axis ability to encircle and eliminate Soviets. This is a critical weapon in their toolbox in 41 and cannot be overestimated. Without it, they simply cannot cause enough casualties to survive 42 and beyond. Cannot.

I'm leaning hard towards morale being a factor in the equation. And air supply of course, with some limitations as we all know how the Stalingrad air supply plan failed. But that was certainly an order of magnitude more vast than the Demyansk pocket (were there others?). So some limitations should be there. I just don't have a clue what those should be.

And panzers should be able to be isolated and should suffer from it if they can't be adequately resupplied by air. But I don't think they should just turn into wimps because their supply lines are cut off if they are in comm with their corps HQ and it has plenty of ammo and fuel for them. How this would work with the Soviets I simply don't know. It's a complex problem and I will in no way denigrate the current model for giving a decent shot at it. It can be worked with even if it isn't "ideal".

Bottom line is I still find this game amazing enjoyable.


_____________________________

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown

(in reply to Lieste)
Post #: 94
RE: Boring Opening Moves - 6/3/2011 5:20:40 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
I enjoy the game too. It's a very good game no doubt. I think we all (the objective types) just want to improve it.

_____________________________


(in reply to Mynok)
Post #: 95
RE: Boring Opening Moves - 6/3/2011 5:57:48 AM   
neuromancer


Posts: 627
Joined: 5/30/2002
From: Canada
Status: offline
I said I wasn't going to bother with this any more, but I did something weird, which seems to be unpopular, I did research.

quote:

ORIGINAL: TulliusDetritus
Basically it's what you said...


Did I...? This should be interesting.

quote:


You said why you can't cut them off (they have their own supplies). This we know.


Yes, historically about 4 weeks from the beginning of the campaign.

quote:


Could you tell me when will we be able to cut them off? In theory:


Sure, that's easy, when they run out of supply and need resupply.

I'll use 4th Panzer Group as my example (by the way - a correction, they only needed to wait a week for the infantry to catch up, not sure where I got the three weeks from).

Barbarossa, 22 June to 5 August

On 22nd June, von Manstein pierced the Soviet 8th Army’s northern flank by Riga and advanced rapidly to the Dubissa River, where it seized a crossing on the Airogola viaduct. 56th Panzer Corps’ immediate objective was to secure a crossing on the Dvina River. 56 Panzer then advanced advanced towards Daugavpils which they reached on 25-26th June. In a coup de main the 8th Panzer Division (56th Panzer Corps) seized the vital road bridge across the Dvina River at Daugavpils and rapidly established a bridgehead. The bridge at Daugavpils is also well known because it became a prime target for VVS bombers attempting to disrupt the 4th Panzer Group’s advance. Many bombers were lost in daylight raids attempting to attack this target which the Germans naturally defended with heavy Flak and fighter cover. The Soviets naturally attempted to dislodge the Germans from their bridgehead and conducted a series of counter-attacks by committing 27th Army, but to no avail. 56th Panzer Corps then advanced through Ostrov and was planning a deep flanking attack towards Novgorod and Lake Ilmen (the map had them do a little loop on the way, no idea why).

Stavka was (naturally) alarmed by the rapid progress in the north and order an immediate counter-attack by a reinforced Northwestern Front. This major attack (known as the Sol’tsy-Dno Offensive Operation) was mounted by 7 rifle divisions, and the 10th Mechanised Corps (dispatched from the Northern Front). It commenced on 14th July and struck 4th Panzer Group’s 56th Panzer Corps (Manstein) advancing on Novgorod. The panzer corps was struck in the flank and rear, and 8th Panzer Division was encircled. Threatened with destruction, 8th Panzer Division broke out westwards (loosing or damaging around 70 tanks in the process) and the situation was stabilised by 18th July. This attack represented the first significant success by Soviet forces in this sector, and delayed any further advance by a week. It was around this point that Panzer Group IV delayed for a week or so for the infantry to catch up.

Its worth noting at this point that one of the reasons the Soviets couldn't do anything useful before this point (and this was a limited success) was not just that their C2 was a mess, not just that their forces were cumbersome and unwieldy, not just that a great many units didn't actually have the equipment they were supposed to have, but all the front line units had their supply dumps bombed to heck in the first few days. Most of the army was low on fuel and ammunition. Something the game doesn't appear to reflect at all.

Or to put it in the terms of this 'discussion', the Germans had stockpiled a bunch of supply (more on that later) while the Soviets had lost much of their stockpile.

Riga itself wasn't captured by 18th army until the 1st of July, they didn't fully catch up to the panzer spearheads until July 31st.

From the very first day of the offensive, 56 panzer - Probably most of Panzer Group IV - was operating behind enemy lines; cut off from direct supply. Unless the Soviet 8th Army packed it up and went home immediately, which I doubt, I imagine after the panzers raced off into the sunrise (east) they ended up (along with the other forward armies in the Baltic Military District) fighting 16th and 18th army. On July 14th - a little over 3 weeks in - the 56th was flanked and fully isolated, they fought their way out of the pocket, stabilized the situation, and advanced a bit more before finally taking a strategic pause.

In the game they would have been SCREWED.

So then, until the panzer groups run out of supply, it isn't really feasible to isolate them. This is how it was. I'm sure the Soviets would have liked to do it, but it wasn't possible.

They could be attacked, but for the most part this was only of limited success, if that. Often the Soviets took far worse than they gave. The Red Army wasn't really up to offensive operations yet (although as was illustrated, they could occasionally pull something off).

As another example from Pz.Gr. IV, the Soviet 12th Mechanized Corps and 2nd Tank Division attacked 41st Panzer Corps on 23rd June, in a series of running tank battles that went on until about the 29th, 2nd Tank Div was destroyed, and the 12th Mech Corps withdraw at about 50% strength, this was despite having T-34s and KV-1s (around 50 of each) and an overall 2 to 1 numerical superiority over 41 Panzer. 41 Panzer wouldn't have come off unscathed of course, but it remained a potent combat force and continued to take several objectives.

I suppose the next question is "are you saying that the panzers only need to resupply once a month?"

No. Like I said before, the initial buildup couldn't be repeated in an active war. This was especially true for the Germans, and was quite possibly the biggest mistake (of several) of Barbarossa.

Hitler was an idiot, as were his chief advisers (historically a good thing, but not so good for the Wehrmacht). Germany hadn't gone to a total war footing yet, and when they finally did, it was too late.

They only planned on a short summer campaign, and really only had enough supply for a month. They quickly burned through the stockpiled supplies, and by early August shortages of ammunition, food, and fuel began to be felt. The limitations of the Germans to move supply inside Russia became apparent, and they weren't making enough supplies to keep an operation of this size going at full speed anyway.


quote:


1) soon or late they will run out of gas
2) gas should arrive (trucks). This is yes or yes.


Its not a binary question, let alone a monodecimal one. As I have shown, they started out with significant supply. After that is gone they would need resupply, and at that point the standard rules should apply (sort of, if they get cut off but still have enough supply to move and fight because they had been mostly static before getting cut off, they shouldn't suffer too many ill effects until they burn through their reserve - this should be true for ALL units in the game).

quote:


Conclusion, can we cut these line of communications off? Yes or no? When exactly?

I would say the game is abstract on this one. To simulate 2) you M U S T isolate an enemy unit...


So... you want what is possibly the single biggest tactical development of WW2, and a crucial element in seeking any kind of success in a East Front campaign to be eliminated from the game because it doesn't jibe with how you imagine supply and communication to work - despite historical evidence to the contrary? What would be the point?

"Hi, I'm Fritz, your Axis beat toy for this game. I won't actually play as there is no point, you can just beat on my units for your personal enjoyment."

(turn about is fair play)

(in reply to TulliusDetritus)
Post #: 96
RE: Boring Opening Moves - 6/3/2011 6:10:53 AM   
neuromancer


Posts: 627
Joined: 5/30/2002
From: Canada
Status: offline
quote:

ORIGINAL: Michael T
I enjoy the game too. It's a very good game no doubt. I think we all (the objective types) just want to improve it.


I'm enjoying the AI game, and I think I might want to try PBEM, but it needs to have some things ironed out.

I suppose it could be argued that trying to faithfully restore the circumstances of the East Front is futile, because A. We all have too much to make that possible, and B. if you push too far on that scale you make the game a moot point, all you do is reproduce the historical situation with minor variances in detail, and what is the fun in that?

I think perhaps certain assumptions need to be declared about the game by the Devs, and declare the entire thing a What If from the first turn. I don't feel like exploring what those are - or perhaps should be - right now.

Some of the historical stuff could become options, like the first week tedium, the crazy winter of '41-42, maybe even a bunch of political rules to represent the wackiness of the respective leaders (apparently several Soviet generals were made scapegoats for the initial failures and relieved of command - sometimes of their life - and then of course in late 41 Hitler did the same thing with the Wehrmacht).

Its got a lot of potential, it just needs to be adjusted until it can be reasonably fun for both sides through much of the game. Which may end up requiring the game to be ahistorical over all.

(in reply to Michael T)
Post #: 97
RE: Boring Opening Moves - 6/3/2011 7:23:41 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
quote:

Its got a lot of potential, it just needs to be adjusted until it can be reasonably fun for both sides through much of the game. Which may end up requiring the game to be ahistorical over all.


Yes its a balance between fun, playability and historical accuracy for me. And throw in an equal chance for 'player victory' for both sides.

_____________________________


(in reply to neuromancer)
Post #: 98
RE: Boring Opening Moves - 6/3/2011 2:30:23 PM   
TulliusDetritus


Posts: 5521
Joined: 4/1/2004
From: The Zone™
Status: offline

quote:

ORIGINAL: Lieste
You do not need to have a continuous supply line open, merely escort the supply column and/or ensure that it is (relatively) unmolested as it passes through.


And of course the Soviets can't do anything to block this movement. It is prohibited Aim at Vladivosotck, I say

quote:

Neuromancer
Its not a binary question, let alone a monodecimal one. As I have shown, they started out with significant supply. After that is gone they would need resupply, and at that point the standard rules should apply (sort of, if they get cut off but still have enough supply to move and fight because they had been mostly static before getting cut off, they shouldn't suffer too many ill effects until they burn through their reserve - this should be true for ALL units in the game).


If I well understood you are basically saying that perhaps we should give them perhaps 3 or 4 turns (until they run out of fuel, etc.). I take it that the same applies to the surrounded SOVIET forces in the Frontier Districts So what would we have? Panzers advancing let's say towards Leningrad. Their infantry is of course VERY busy reducing the pocketed Soviet forces in the border. But VERY WELL supplied, of course: if the Germans can have this, the Soviets too... I mean, the Soviets would not resist one turn (week) but 2, 3 or 4... Why not?

I can see the picture... The panzers would finally run out of fuel, deep, really deep in the Soviet Union (they were unmolested gods during let's say 4 turns)... their infantry would be 30 or 40 hexes behind (remember, the pocketed Soviets WITH supply would slow them down big time). And then, somehow... the bears appear and hug your armored units... Good luck! You will need it to avoid the total annihilation of a LOT of German armored forces

_____________________________

a nu cheeki breeki iv damke

(in reply to Lieste)
Post #: 99
RE: Boring Opening Moves - 6/3/2011 4:27:25 PM   
LiquidSky


Posts: 2811
Joined: 6/24/2008
Status: offline


The problem is the CV is a contrived number. It is created at the whim of the developer, and they have decided that a unit isolated should take a dive in value.

The isolated unit will still fight the same, it has ammo/supply still, intrinsic to the unit. All the pieces will fire in combat. Problem is, it's ability to 'force a retreat' has been removed, by lowering it's CV.

As well, it is an I go U go system. Your units get isolated while they just sit there, and then you get to respond. Many games will not impose a penalty until some time has gone by, perhaps, there should be no CV penalty the first turn after, and then apply the game penalty.

If the enemy can keep isolation up, then a unit should be eliminated. What I hate seeing is weak units in the rear of my panzers, unable to be dislodged because I have an arbitrary drop in retreat power. And then my elimination on his turn, because I am much easier to retreat.

Of course, I dont allow that to happen, instead, I fight with my panzers and infantry close together. The infantry always at least a turn behind my tanks, so they can 'rescue' my panzer divisions. And in my PBEM game, have had to do it on multiple occasions.

_____________________________

“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great

(in reply to TulliusDetritus)
Post #: 100
RE: Boring Opening Moves - 6/4/2011 12:29:56 AM   
neuromancer


Posts: 627
Joined: 5/30/2002
From: Canada
Status: offline
quote:

ORIGINAL: TulliusDetritus
If I well understood you are basically saying that perhaps we should give them perhaps 3 or 4 turns (until they run out of fuel, etc.). I take it that the same applies to the surrounded SOVIET forces in the Frontier Districts So what would we have? Panzers advancing let's say towards Leningrad. Their infantry is of course VERY busy reducing the pocketed Soviet forces in the border. But VERY WELL supplied, of course: if the Germans can have this, the Soviets too... I mean, the Soviets would not resist one turn (week) but 2, 3 or 4... Why not?


You're a Republican aren't you? I've never seen anyone with as much ability to twist facts and refusal to accept unsavoury facts as Republicans, so I figure you have to be one.

Did you even read what I posted? The article I linked? I don't think you did, otherwise you'd realize just how silly your post is.

Or perhaps not. You have your view and will not let anything change it. Especially the facts.

I am only asking for what actually happened, in the real world, in the Soviet Union, in 1941. Remember that? The historical event this game is based on?

No magic, no exaggerated trips to the other side of Asia, no miracles, no super men, no invulnerability, nothing you are trying to claim - merely the fact that they were prepared for what they did, and did it. Your counter-claim that the Soviets must be able to do it too is silly because they didn't. They were not prepared for the war in June, and the Luftwaffe blew up most of their ready supplies in the first couple days.

And when the panzer groups were getting low on supplies - they did stop - and the 'waiting bear' tried to hug them, and failed - got some good scratches in though, forcing 56 Panzer to 'break the hug' and retreat. Another historical fact. This was because the Soviet forces weren't really up to the fight yet, and failed to deliver a decisive blow.

For the first few weeks of the war, the Soviet army wasn't up to the task. They tried attacks on several occasions all along the line, and while they did bloody the Germans, they got hurt worse for the efforts. Stalin didn't like it much either, he fired and killed a few generals for it. But it is why the Germans did as well in 1941 as they did - if the Red Army hadn't been in such a mess to start with, and if the Luftwaffe hadn't blasted most of the Soviet's available supplies, I seriously doubt the Germans would have gotten anywhere near as far as they did.

You may not like the historical facts, but that completely fails to change them.

Besides, its not like the Germans won the war or anything. They had their day, and then the Soviets had theirs, and then some.


< Message edited by neuromancer -- 6/4/2011 12:32:30 AM >

(in reply to TulliusDetritus)
Post #: 101
RE: Boring Opening Moves - 6/4/2011 12:43:32 AM   
neuromancer


Posts: 627
Joined: 5/30/2002
From: Canada
Status: offline
quote:

ORIGINAL: LiquidSky
Of course, I dont allow that to happen, instead, I fight with my panzers and infantry close together. The infantry always at least a turn behind my tanks, so they can 'rescue' my panzer divisions. And in my PBEM game, have had to do it on multiple occasions.


Yes, the game forces that strategy, even though that rather completely defeats the purpose of blitzkrieg. It makes armour nothing more than 'shock units' - and to be fair, that is often all they were. But there were a few times when Guderian's ideas of blitzkrieg actually got to work (I don't think he called it that actually). Not often - it required the right circumstances and preparation - but it was done, Most notably on the East front with Panzer Groups 2, 3, and 4 (AG S was slowed dramatically). And on at least one occasion the blitzkrieg failed (Ardennes 44, started off okay and then petered out) probably because of inadequate forces and supply - and that the American forces were not poorly organized, and had more supply than they knew what to do with.



Sigh, this thread has become completely side tracked over one detail that is only relevant for something like four turns of the game. Blah.

(in reply to LiquidSky)
Post #: 102
RE: Boring Opening Moves - 6/4/2011 1:06:35 AM   
TulliusDetritus


Posts: 5521
Joined: 4/1/2004
From: The Zone™
Status: offline
quote:

ORIGINAL: neuromancer

You're a Republican aren't you?


You're correct I don't support monarchy...

quote:

ORIGINAL: neuromancer
I am only asking for what actually happened, in the real world, in the Soviet Union, in 1941 [...] They were not prepared for the war in June.


The first two turns then, eh? Well, I would say the Soviets are already castrated on the game on these first turns Cutting enemy panzers off on the really FIRST turn is basically irrelevant... On the second it's perhaps a small nuisance... What do you suggest then? Germans UNTOUCHABLE until what turn?

And by the way, perhaps "not prepared" but the Red Army fought stubbornly from day ONE of the invasion. And that alone bought the Soviets some time. Or not? You make it sound as if they all had dropped their rifles en masse, a walk in the park for the mighty Werhmacht. As if the Germans were not even scratched...

_____________________________

a nu cheeki breeki iv damke

(in reply to neuromancer)
Post #: 103
RE: Boring Opening Moves - 6/4/2011 1:44:00 AM   
pat.casey

 

Posts: 393
Joined: 9/10/2007
Status: offline

quote:

ORIGINAL: neuromancer

quote:

ORIGINAL: LiquidSky
Of course, I dont allow that to happen, instead, I fight with my panzers and infantry close together. The infantry always at least a turn behind my tanks, so they can 'rescue' my panzer divisions. And in my PBEM game, have had to do it on multiple occasions.


Yes, the game forces that strategy, even though that rather completely defeats the purpose of blitzkrieg. It makes armour nothing more than 'shock units' - and to be fair, that is often all they were. But there were a few times when Guderian's ideas of blitzkrieg actually got to work (I don't think he called it that actually). Not often - it required the right circumstances and preparation - but it was done, Most notably on the East front with Panzer Groups 2, 3, and 4 (AG S was slowed dramatically). And on at least one occasion the blitzkrieg failed (Ardennes 44, started off okay and then petered out) probably because of inadequate forces and supply - and that the American forces were not poorly organized, and had more supply than they knew what to do with.



Sigh, this thread has become completely side tracked over one detail that is only relevant for something like four turns of the game. Blah.



In order for blitzkreig in the Barbarossa/France 1940 sense to work, your opponent has to do you the willing favor of staying put in a crust defense while you run around in his ready cutting off his supply lines and pocketing his units.

The anglo-french did this to a degree in France.
The soviets did this hugely in the opening weeks of Barbarossa.

A human player won't be that foolish though; he'll have the advantage of history on his side and recognize that the best way to deal with deep armored penetrations is to pinch the sides of the salient and fall back from your own exposed salients before they turn into pockets.

The point I suppose is that for classical blitzekreig to work, the defender has to mishandle the defense. Historically, the soviets did. A human most likely will not, and that fact has a huge impact on game balance and the question of realism vs historical accuracy.

Do you want historical results? If so, you need to artificially bump axis capabilities because the historical soviets underperformed their capabilities.

Do you want historical capabilities? If so you need to adjust victory conditions because its unlikely the axis players will achieve their historical high water marks.

(in reply to neuromancer)
Post #: 104
RE: Boring Opening Moves - 6/4/2011 11:26:47 PM   
carlkay58

 

Posts: 8650
Joined: 7/25/2010
Status: offline
A few notes on the previous subjects:

1) Whenever you have a set situation (as Turn 1 is in many wargames) you will have the ability to devise optimal opening moves. This is very difficult, if not impossible, to avoid. As many have pointed out, it is the Soviet turn 1 reply that begins to make the situation entirely different and unique.

2) In actual 1941 AAR's written by both the German and Soviet commanders you will find that the battles in June, July, and August were a combination of small scale encounter battles and set piece defenses by Soviet units. In game terms this can be duplicated by a "checkerboard" defense leaving small unsupported units being involved in combat over extended distances and by a semi-organized line of Soviets behind a river trying to dig in before being out-flanked, overrun, or just plain massacred by German forces.

3) The historical Stavka response to the invasion was to rush the reserve armies forward to throw the invaders back. This was usually based on faulty intelligence and a total lack of knowledge of just how bad the situation at the front really was. Too many of the reports that did come back from the front lines really had no basis or connection of any type with reality. So Stavka thought that the front line had mostly held with only minor incursions, many of the encounter battles in the end of June and throughout early July were Soviet units moving to a front they thought were 30 to 40 kilometers further west than they were.

4) The Soviet supply situation on June 21 was abysmal. Many of the units had less than 30% of the necessary ammo and fuel necessary to fight a minimal battle, let alone against the blitzkrieg that was happening. Most board games represent this situation with special rules for the first few turns. This game does have some special rules for turn 1, but I have not really examined the Soviet supply situation that closely as of yet to know just how they are portrayed.

Now some futher comments:

1) The winter of 41 rules have been changed to be much closer to historical with the new 1.04.xx update. The Soviets were able to do a good counterattack for about the first 3 or 4 weeks of winter and then spent the rest of the winter training, resupplying, and rebuilding - something they desperately needed to do at that point. I have not yet tried 1.04 but I have played through the winter of 41 in 1.03 and know that the Germans got pounded much worse than historically.

2) Isolation should only affect the morale of a unit. The actual lack of supply should be handled as normal - if you have plenty of supply then you should be able to move and fight normally - if you run out of fuel, whether you are isolated or not should not matter. This game seems to punish you in all ways rather than just a morale modifier.

3) The game does oversimplify supplies. From reading the air supply rules, it appears that supply points are generic until delivered into a unit where it is then determined what you need the most. This makes it difficult to build up on general and fuel while keeping ammo the same (since when the panzers are rolling there are very few targets for the ammo!). This does skew a few things in the supply situation.

4) The overall supply availiablity becomes skewed because of #3. The supply issues are what limits real life commanders and game commanders from being able to attack and maneuver over the entire front rather than smaller sections of it. This is very difficult to regulate in any type of game - not just a board or computer one.

Carl

(in reply to pat.casey)
Post #: 105
RE: Boring Opening Moves - 6/5/2011 11:21:32 PM   
neuromancer


Posts: 627
Joined: 5/30/2002
From: Canada
Status: offline
quote:

ORIGINAL: TulliusDetritus
The first two turns then, eh? Well, I would say the Soviets are already castrated on the game on these first turns


Yes, that is fundamentally it. Every East Front game I have ever seen (and I have seen quite a few actually, as have my wargaming friends) has the exact same early game mechanics. There are always special rules that cover the first weeks of the war that severely hamper the Soviet player, and give the Axis player advantages representing their preparations and the effect of surprise.

In the summer of '41 the Soviets only practical option is retreat. Offensive action is at best little more than a nuisance, and at worst disastrous. The better option is to retreat back to a good defensive position and preserve your army as much as possible. And every one of these games admits that yes, the first few turns are pretty damn grim for the Soviet player - which is fairly appropriate - but also says "you will get your revenge".

The flip side is that the late game in every East Front game has the Germans almost incapable of doing anything either, they try to retreat as slowly as possible, but aren't capable of offensive action. The Germans are too battered at this point, their supply is abysmal, they aren't getting any reinforcements, the Soviet army is massive and has learned the lessons of the early war - and they are out for blood.


So if the entire point of your concern is that you don't like the idea of not being able to go on the offensive on the first turn of the game, then the '41 game as the Soviets isn't for you. Or at least shouldn't be. This game isn't representing the situation the Red Army found itself in very well, so you currently can respond far more effectively than the Red Army was able to historically.


quote:


What do you suggest then? Germans UNTOUCHABLE until what turn?


No, just that attacking them in the first few turns should be ill advised. Yeah, you can hurt them, but your own units are going to take a worse beating in return. Which is as how it went when the Soviets historically did attack in the summer.


quote:


And by the way, perhaps "not prepared" but the Red Army fought stubbornly from day ONE of the invasion. And that alone bought the Soviets some time.


Certainly. And they made some heroic defensive actions that were quite effective - already fortified locations, or the pockets where their backs were against the wall and so they fought well. The July 14 attack on 56 Panzer did delay the Corps by a week, and probably made them decide to sit and wait for resupply there - the Soviet forces that made the attack had supply (unlike the front line units that had lost much of theirs), they were relatively fresh units that hadn't been damaged, or seen the earlier routs and thus demoralized, and it was now over three weeks since the start of the campaign on the Red Army was starting to come to terms with what was going on (but on the other hand, it was still a clumsy poorly led force, so its attack wasn't a resounding success).

But the other attacks with units that had been on the front were all costly failures.

Three things this game fails to model that contributed to these failures are:
- Destruction of Soviet forward supplies in the first few days; without these supplies the forward units were severely hampered
- Destruction of Soviet rail lines; the Luftwaffe bombed the rail lines in many points so the front lines couldn't receive new supplies, thus keeping them low on supply
- Thousands upon thousands of refugees fleeing the advancing army; the game notes that population dflees various centres, but they just disappear after that, when in fact they clogged roads, spread conflicting stories among the responding Soviet forces, probably caused confusion and disarray, and likely were bad for morale as well. These factors would only serve to make the situation significantly worse for the Red Army.

The early weeks of the war, much of '41 in fact, was pretty damn grim for the Soviet Union. They didn't know General Winter would strike so effectively, they didn't know the strategic limitations the Germans had, their backs were against the wall and it was looking bad. The early game of any East Front game should reflect that, or it really isn't an East Front game.



< Message edited by neuromancer -- 6/5/2011 11:22:30 PM >

(in reply to TulliusDetritus)
Post #: 106
RE: Boring Opening Moves - 6/5/2011 11:59:05 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
One could argue that the first turn surprise rules that hammers the soviet units by setting very low morale and experience levels and damaging many of the elements is doing what you want. These low values will slowly come up over time, but in the meantime the units are very weak. Also, many of the damaged elements will end up rotating to the pool and eventually returning, but will leave the units in the early turns very weak. Soviet motorized units have lousy MPs for the first few months of the war, Soviet railroads in the first two turns are halved in capacity. Soviet early war leaders are generally lousy which impacts everything. How many ways do we need to make the Soviets bad? One could argue that all of these factors taken together get the effects you are looking for.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to neuromancer)
Post #: 107
RE: Boring Opening Moves - 6/6/2011 1:37:58 AM   
heliodorus04


Posts: 1647
Joined: 11/1/2008
From: Nashville TN
Status: offline

quote:

ORIGINAL: Joel Billings

One could argue that the first turn surprise rules that hammers the soviet units by setting very low morale and experience levels and damaging many of the elements is doing what you want. These low values will slowly come up over time, but in the meantime the units are very weak. Also, many of the damaged elements will end up rotating to the pool and eventually returning, but will leave the units in the early turns very weak. Soviet motorized units have lousy MPs for the first few months of the war, Soviet railroads in the first two turns are halved in capacity. Soviet early war leaders are generally lousy which impacts everything. How many ways do we need to make the Soviets bad? One could argue that all of these factors taken together get the effects you are looking for.


I accept your argument that stuff is bad for the Soviet. I've played GC'41s as both sides.

I think two competent players can imagine in their minds two things (it would be an interesting marketing experiment here, perhaps).

Any given player:
1) Imagine the front line from north to south for the start of first turn of mud, snow, blizzard start or end (or both) (for example, Leningrad to Moscow to Rostov on turn 27).

2) Pick a Soviet casualty number that you think will have been 'bagged' by the same turn points.

I think most players will generally disagree over where the line is, but most players will agree to the theoretical 'most probably outcome' of Soviet casualties. I think the game as it exists right now correlates German long-term success by the casualty number, not the geographic line. And I think the game as it exists right now makes it a simple enough task for a competent Soviet player to safeguard his physical number of dudes with rifles that 1942 is to some extent a narrow arc of probably gameplay options for the Axis because the Soviet is much more well prepared, numerous, and dug in than his predecessors, and 1943/44 (imagined in my case, to be sure) will see even fewer options of gameplay. I think that what we're calling the 'trench warfare' game becomes a singularity, that, like a black hole grows in mass until it sucks out all of the fun for both sides, really.

That may be historically very accurate (I cede it), and I can't call a game I've played pretty goddamn religiously for the past 7 months 'unfun'.

But at this point, my realization (mostly accurately and dispassionately, I assert) is disheartening, that unless I kill (or lose) 4 million Soviets by the start of Turn X (and I think it's mud or the first turn of blizzard, I forget which), I'm in for a sucky 1942.

I think the game as it now exists makes it easy for the Soviet to trade land smartly and crisply in defensible terrain with a good supply network and an efficiently used pool of Admin points, to safeguard those 4 million men. (the previous sentence is meant to illuminate irony as well).

I'm not sure how you fix these things, and hell, from a business standpoint, you may not need to. Just because I'm finding the game tedious at times, and kinda futile, doesn't mean you're not meeting your sales figures and aren't getting the kind of feedback you want in the numbers you want it.

I'm finding the whole thing predictable, which is not an association you want with a game. Now, I never bought WitP because my understanding of history was that the Japanese industrially had no hope of knocking the US out of the war, ever, and I couldn't envision a see-saw game of 1941 and then 1942+.

Maybe my being disheartened is simply my understanding of history of the Eastern front being corrected, others may be the judge. I do think the game as it currently exists cheats both players out of excitement and the feeling that their actions really matter against the context of history.

Peace out. I don't regret my purchase at all. Just wondering if I've reached the end of the bottle.

_____________________________

Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders

(in reply to Joel Billings)
Post #: 108
RE: Boring Opening Moves - 6/6/2011 1:58:19 AM   
Ketza


Posts: 2227
Joined: 1/14/2007
From: Columbia, Maryland
Status: offline

quote:

ORIGINAL: heliodorus04


quote:

ORIGINAL: Joel Billings

One could argue that the first turn surprise rules that hammers the soviet units by setting very low morale and experience levels and damaging many of the elements is doing what you want. These low values will slowly come up over time, but in the meantime the units are very weak. Also, many of the damaged elements will end up rotating to the pool and eventually returning, but will leave the units in the early turns very weak. Soviet motorized units have lousy MPs for the first few months of the war, Soviet railroads in the first two turns are halved in capacity. Soviet early war leaders are generally lousy which impacts everything. How many ways do we need to make the Soviets bad? One could argue that all of these factors taken together get the effects you are looking for.


I accept your argument that stuff is bad for the Soviet. I've played GC'41s as both sides.

I think two competent players can imagine in their minds two things (it would be an interesting marketing experiment here, perhaps).

Any given player:
1) Imagine the front line from north to south for the start of first turn of mud, snow, blizzard start or end (or both) (for example, Leningrad to Moscow to Rostov on turn 27).

2) Pick a Soviet casualty number that you think will have been 'bagged' by the same turn points.

I think most players will generally disagree over where the line is, but most players will agree to the theoretical 'most probably outcome' of Soviet casualties. I think the game as it exists right now correlates German long-term success by the casualty number, not the geographic line. And I think the game as it exists right now makes it a simple enough task for a competent Soviet player to safeguard his physical number of dudes with rifles that 1942 is to some extent a narrow arc of probably gameplay options for the Axis because the Soviet is much more well prepared, numerous, and dug in than his predecessors, and 1943/44 (imagined in my case, to be sure) will see even fewer options of gameplay. I think that what we're calling the 'trench warfare' game becomes a singularity, that, like a black hole grows in mass until it sucks out all of the fun for both sides, really.

That may be historically very accurate (I cede it), and I can't call a game I've played pretty goddamn religiously for the past 7 months 'unfun'.

But at this point, my realization (mostly accurately and dispassionately, I assert) is disheartening, that unless I kill (or lose) 4 million Soviets by the start of Turn X (and I think it's mud or the first turn of blizzard, I forget which), I'm in for a sucky 1942.

I think the game as it now exists makes it easy for the Soviet to trade land smartly and crisply in defensible terrain with a good supply network and an efficiently used pool of Admin points, to safeguard those 4 million men. (the previous sentence is meant to illuminate irony as well).

I'm not sure how you fix these things, and hell, from a business standpoint, you may not need to. Just because I'm finding the game tedious at times, and kinda futile, doesn't mean you're not meeting your sales figures and aren't getting the kind of feedback you want in the numbers you want it.

I'm finding the whole thing predictable, which is not an association you want with a game. Now, I never bought WitP because my understanding of history was that the Japanese industrially had no hope of knocking the US out of the war, ever, and I couldn't envision a see-saw game of 1941 and then 1942+.

Maybe my being disheartened is simply my understanding of history of the Eastern front being corrected, others may be the judge. I do think the game as it currently exists cheats both players out of excitement and the feeling that their actions really matter against the context of history.

Peace out. I don't regret my purchase at all. Just wondering if I've reached the end of the bottle.


Well said.

(in reply to heliodorus04)
Post #: 109
RE: Boring Opening Moves - 6/6/2011 5:10:36 AM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
Good stuff going back to the bottle now...

_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to Ketza)
Post #: 110
RE: Boring Opening Moves - 6/6/2011 10:41:05 AM   
Arstavidios

 

Posts: 780
Joined: 11/19/2004
Status: offline
Humm, i think Good german players can advance much faster than historical. so the soviets do not have time to bring their troops and set up positions.
This makes for a snowball effect, Although apparently Soviet losses remain low, you just lose a lot of mapower through the early loss of large cities, including very often BOTH Leningrad, and Moscow. and there's not much you can do about it.

All you can do is save whatever you can, but by the end of July the German player can be between one and two months ahead of schedule all along the front. IMO this is a very serious issue.



< Message edited by Arstavidios -- 6/6/2011 11:01:32 AM >

(in reply to tigercub)
Post #: 111
RE: Boring Opening Moves - 6/6/2011 1:28:44 PM   
Klydon


Posts: 2251
Joined: 11/28/2010
Status: offline
The Germans are often ahead of schedule in terms of territory captured because the Russians are basically running for most of the summer so they don't take the "magic" 4 million in losses. From what I see, retreating is in vogue because the Germans are still coping with making the Russians pay for that strategy (most of the testers have said the "Sir Robin" defense does not work long term, but the German has to be a good player in order to take advantage of it). Until the Axis community can start "proving" it is a bad idea to do that (and there are signs that it is starting to happen with Tarhunnas AAR against Q-Ball as an example), then its going to happen. After that, the Russians will have to change their tactics when they know "Sir Robin" tactics mean they will likely lose. We then may see a more "historic" game in terms of geographic gains and losses.

(in reply to Arstavidios)
Post #: 112
RE: Boring Opening Moves - 6/6/2011 1:59:53 PM   
henri51


Posts: 1151
Joined: 1/16/2009
Status: offline

quote:

ORIGINAL: Arstavidios

Humm, i think Good german players can advance much faster than historical. so the soviets do not have time to bring their troops and set up positions.
This makes for a snowball effect, Although apparently Soviet losses remain low, you just lose a lot of mapower through the early loss of large cities, including very often BOTH Leningrad, and Moscow. and there's not much you can do about it.

All you can do is save whatever you can, but by the end of July the German player can be between one and two months ahead of schedule all along the front. IMO this is a very serious issue.




It is not an issue at all if territorial gain is irrelevant unless the Russians have 5 million losses. In my present game, I am at Rostov in the middle of August, Moscow is surrounded and Leningrad may be about to fall, but the Russians have only 2.5 million losses. If territory gain is irrelevant as some claim, this means that I could still lose...

Henri

(in reply to Arstavidios)
Post #: 113
RE: Boring Opening Moves - 6/6/2011 3:27:42 PM   
Arstavidios

 

Posts: 780
Joined: 11/19/2004
Status: offline
Sir Robin or no sir Robin makes no difference.
If you fight you die.
If you retreat you die :)
Panzers go way too fast you cannot do anything about it.

Whatever you do against a good German opponent your position will collapse.

You can make speed bumps at some places and that's pretty much it.

(in reply to Klydon)
Post #: 114
RE: Boring Opening Moves - 6/6/2011 3:36:10 PM   
Tarhunnas


Posts: 3152
Joined: 1/27/2011
From: Hex X37, Y15
Status: offline

quote:

ORIGINAL: Arstavidios

Sir Robin or no sir Robin makes no difference.
If you fight you die.
If you retreat you die :)
Panzers go way too fast you cannot do anything about it.

Whatever you do against a good German opponent your position will collapse.

You can make speed bumps at some places and that's pretty much it.



Ok, we have the "The Germans are nerfed and don't have a chance" - brigade, and then we have the "The Soviets are beaten whatever they do" - brigade. Since we have both sides, it sounds like a pretty well balanced game I would say .

_____________________________

Read my AAR:s ye mighty, and despair!
41Ger
41Sov
41Ger
42Ger
42Sov

(in reply to Arstavidios)
Post #: 115
RE: Boring Opening Moves - 6/6/2011 3:39:13 PM   
Arstavidios

 

Posts: 780
Joined: 11/19/2004
Status: offline
Territorry loss are far from irerelevant.
Losing leningrad and Moscow means the Soviets lose a LOT of manpower in the long run, so the soviet ends up much much weaker. soviet manpower is far fron unlimited.

Late game with soviets also has some issues, but at the moment 41 industry and manpower losses mean you're rather unlikely to get into late war anyway. so the question is more whether or not you can prevent a German auto victory in 42 or 43

(in reply to henri51)
Post #: 116
RE: Boring Opening Moves - 6/6/2011 3:59:31 PM   
Arstavidios

 

Posts: 780
Joined: 11/19/2004
Status: offline
Well, the real question about balance is what happens in the games :)
Do you get balancesd results overall or does a side have a significant advantage.
IMO, there's still some balancing to do. Blizzard effects reduction was a good step.
My own personal opinion is that offensive pace is too fast for both sides. But as the germans start on the offensive they get the advantage and can blow the soviets off so much in the initial offensive that they will not be able to come back later.

i also would like to see some tweeaking about attrition losses.  You often lose several times more men from attrition than actual fighting, even when when most of your units spend their turn mostly fighting. that's somewhat weird :)

(in reply to Arstavidios)
Post #: 117
RE: Boring Opening Moves - 6/6/2011 4:32:34 PM   
Arstavidios

 

Posts: 780
Joined: 11/19/2004
Status: offline
ust to make my point.
In my game against Pelton who masters the axis side of the game: I tried to fight, launched some counterattacks and retreated many axis divisions and routed several of them
Here's the situation in the south early august:







Attachment (1)

(in reply to Arstavidios)
Post #: 118
RE: Boring Opening Moves - 6/6/2011 4:38:58 PM   
Arstavidios

 

Posts: 780
Joined: 11/19/2004
Status: offline
in the center




Attachment (1)

(in reply to Arstavidios)
Post #: 119
RE: Boring Opening Moves - 6/6/2011 4:48:45 PM   
Arstavidios

 

Posts: 780
Joined: 11/19/2004
Status: offline
And in the NortH.
Basically, it's only early august, and well......... I guess I'm pretty much dead
i don't pretend a great player
I suppose you may consider that a normal rate of german advance. ............




Attachment (1)

(in reply to Arstavidios)
Post #: 120
Page:   <<   < prev  1 2 3 [4] 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: Boring Opening Moves Page: <<   < prev  1 2 3 [4] 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.109