Nikademus
Posts: 25684
Joined: 5/27/2000 From: Alien spacecraft Status: offline
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quote:
ORIGINAL: witpqs On the DEI oil - where was the oil above and beyond that which can feed the local refineries going? I'm sure it wasn't being stockpiled for the Japanese to capture, so shipping it out seems more than just fair, it seems the only reasonable course. It was being guarded as a valued asset....up till the time some decided in places to try to blow em up. quote:
As for DEI fuel, there is a little of the point about oil (more was being produced than could possibly be used locally, so that must be intended for export). But mostly I think it's a hindsight issue rather than an exploit. Both players have lots of 'hindsight items' to their benefit. I'm cool with not loading up everything at first - waiting until later to "try" and get a lot more out, but that depends on what your opponent is doing. It seems a lot of IJ players go for deep choke points that are also purely hindsight-enabled opportunities. Yes....i know 'both' sides benefit from hindsight..sigh. ...however having played both sides in PBEM, i'd say Player two benefits more in the same fashion that the Russian side benefits more being on the defensive in WitE which is causing all sorts of angst and woe over on that forum. The problem with "this" particular hindsight issue is that Player two from Dec 8, knowing the SRA cannot be held immediately starts the logistical bugout of fuel to both deny it to Player one but more importantly to start building up Oz from Dec8 as a platform and thats not realistic. More pointedly it defeats the logistical improvements put into AE that was designed to slow Operational Pace for both sides. Bereft of this tactic, whether one considers it valid or not, the AE improved logistics model in the case of Oz-USA pipeline works very well. I guess we'll agree to disagree here. I've never "required" it as a House Rule and won't. However when I play Player 2's side....i refrain from the tactic voluntarily just as I don't Sir Robin my military forces because I personally don't feel its Kosher. Ultimately from my playing experiences, when you combine the above with other "hindsight" factors, thats why you get the Player 1 "going for the chokehold" counter-tactic because they know very well what Player two is doing. The combined result is odd play on both sides. Player one's best strategy is to go for the deep choke points and work their way back while Player two bugs out the SRA and immediately starts building up historically contested bases well before they are even threatened whilst mass fuel convoys pump all the refined ship fuel lying around the forward ports. How to counter? You have to start somewhere. As Player one I don't immediately go for the choke points way beyond safe reasonable coverage of my forces. As Player two I treat the SRA as an area i will defend bitterly as the real participants felt and i don't do the logistical bugout re: fuel. In my mod i actually plan on majorly reducing the fuel stockpile anyway though with the refinaries in place the Oil centers will continue to merrily pump out tons of fuel points each turn.
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