heliodorus04
Posts: 1647
Joined: 11/1/2008 From: Nashville TN Status: offline
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I use the word fanboi because that's what everyone accused me of being for the German side when I advocated for balancing. I play both sides, and I'm undefeated as the Soviet in 5 campaigns. The 1.04 game was so horrifically lop-sided that it defied credulity, and thus, it was changed- changed massively- because the Soviets were able to milk so much ahistoric leverage out of the game mechanics. The only games that looked close to historical were games where an experienced German player took on an inexperienced Soviet player. I remain on the fence regarding the armament point multiplier possibly being too severe, but we shall see in time. The rest of the changes were in fact long overdue, and the Soviet fanbois became weaker players because it took so long to balance things for playability. Maybe the root cause of Soviet whining is that they became atrophied from such an easy game, and the whining is a logical extension of acquired weakness of thought. The Soviet side had every single game mechanic stacked in his favor starting on turn 18, and in fact, still does. The German gets 17-24 turns to do something regarding factories, and then there's nothing more he can do on factories for the rest of the game. The German gets weaker every turn after t1, the Soviet gets stronger, yet still, the German is too powerful! German players were ROUTINELY surrendering prior to the historical start of Case Blue, and now that there is re-balancing to address that, fanboi-babies act like the German can reach Vladivostok on T5. Before ANYONE waits to see how the macro game plays out, now we have Soviet whiners, who already have EVERYTHING stacked in their favor compared to the mechanics the Axis face, complaining that there pwecious factowies can actually be fixed in place so they can be captured. Human beings respond to incentives. WitE has only 3 incentives for Axis gameplay. 1) Take Leningrad to survive the winter in the North via Fins. 2) Kill or capture 3.5 million Soviets by blizzard to avoid horrific blizzard counter-attacks. 3) Destroy X number of factories of armament points (since the mathematics prove nothing else matters in production, long term) in order to slow down the growth rate of the Soviet army over the next 100 turns or so. X used to be 100, and now X is unknown given the new factory multiplier. If you're going to take something away from the Axis side (like HQ buildup), you have to either give an incentive, or also remove something from the Soviet side. I simply cannot believe the oleaginous thought-processes of Soviet fanbois. Anything the German player can do that can hurt the Soviet side they want to be removed from the game (except combat, apparently). The Soviet fanboi attitude is ruining this title. Such a sense of entitlement- they act as though there's nothing they should have to EARN for their side. So many act as though the game should simply beat the Germans without them having to do anything. I'm aware of Pelton's novel approach and how problematic it can be, but to remove HQ buildup entirely, or to give the Soviet even MORE freedom to pack up shop and move stuff east, this is a solution that destroys German fun, and I am an unashamed advocate that German players deserve to have a game that is fun to play. Soviet fanbois do not think of the impact their wild ideas will have on German players - your own actual opponents. How many of you are aware that if the Soviet has a ZOC anywhere along an axis rail line, an FBD unit cannot repair anywhere past that Soviet ZOC along that line? Even if a friendly unit is on that ZOC hex, AND the FBD unit is 5 hexes from the ZOC and surrounded entirely by friendly territory/units. This is the same issue in action for your side, with a far larger impact on the axis. Hold up my FBD unit by a turn and you've restricted my geographical advance by 5 full hexes, which, over time, compounds into a major problem. You're asking that it be REQUIRED for the German to either entirely surround a city, or to take it in direct combat, in order to be able to keep a factory from being relocated. You are asking that the German advance panzer thrust have no relevant impact at all on your strategic planning. For god's sake, listen to yourselves!
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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
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