heliodorus04
Posts: 1647
Joined: 11/1/2008 From: Nashville TN Status: offline
|
I actually was referring to "what is allowed by the game mechanics" rather than history. Since the Soviet player can easily (or at least based on 1.04 data) outperform history in terms of evacuating armament factories, and armament factories predict the growth of the Soviet offensive force better than any other single predictor variable, game design has to balance the fact that superior Soviet performance in 1941 will lead to superior Soviet performance at all other times thereafter. Again, to me I come back to the imbalance of mechanics available to the Soviet side compared to the German. The Soviet KNOWS that armament factories are more important than any other single source, so again, the Soviet player is icentivized to do something different than history. As Flavius demonstrates with his post: who needs aircraft factories, tank factories, heavy industry factories or vehicle factories? The Communist Party had no idea that ALL they needed was armaments (indeed, there may be a design problem here in that tanks and planes don't matter to the strategic production aspect of the game). So IF the Soviet player can leave every factory EXCEPT armament factories to be captured by the Germans and still be fine in strategic terms, it strikes me that there is a problem with either the macro production system or there's a problem with the freedom given to the Soviet player. (All of this is ignoring the 1.05 multiplier changes). To me there is a very big problem of hindsight in that the Soviet simply knows: screw all factories except armament. As an example to what I'm talking about, think about how this change might change the game (it's not one I'm advocating; it's a way to show the problem I'm talking about). Imagine that instead of the maximum Soviet rail capacity being 120,000 points -minus rail center losses - to do with as you will, imagine that instead you had 120,000-minus rail center losses - AND ALSO minus the historical rail cap (actual WW2 data) spent moving vehicles, heavy industry, and specific air/ground element factories (for whatever specific turn you're playing), and what was left each turn is what you could spend only on armament factories. Right now, since Soviets have the hindsight advantage that they'll be way fine losing all those OTHER non-important factories, they can ignore the others and focus only on what matters. This is double-leverage in favor of the Soviets. The first lever is knowing you can avoid the casualties of the 1941 campaign, the second lever is knowing your only constraint is armaments, so that's all you move.
_____________________________
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
|