heliodorus04
Posts: 1647
Joined: 11/1/2008 From: Nashville TN Status: offline
|
quote:
ORIGINAL: ComradeP If it were 1942 already, and if those divisions would all be full strength in level 2 forts: OK, I would be annoyed too, but now? It's so late in the campaign season that any kind of defence won't really matter for him. It's all about whether Moscow will fall or not now, the rest won't matter until spring/summer 1942. Also: it should be very easy to attack most of the frontrow divisions twice. You're also presenting this as a purely Soviet strategy. You can do the exact same thing, for the exact same effect. In fact, you can do it more effectively as you could use regiments. I don't understand why you continue to insist that some tricks that can be used by both sides are only beneficial to the Soviets. Let me argue for the last sentence you post: It's the synergies of multiple aspects that benefit the Soviet the most, and they are specific synergies that are unavailable to the German. Soviets get units back for free in the first 17 turns Germany gets units back for free the whole game Soviets are going to benefit a lot more from this than Germany for two big reasons (and two small ones): A) they will lose more divisions in the first 17 turns than Germany is likely to for the whole game B) The free divisions are sure to come back (as in my game here) when they are exactly the most needed (turns 15 through 25). c) Soviets can create divisions and Germans cannot, so it's a moot point saying this mechanic benefits both sides equally. Germans can't create new units, ever. d) Destroyed German units scheduled to withdraw will come back, eat reinforcements/replacements, and leave anyway One could argue that the artifice of charging much higher costs for creating units in 1941 is a big part of the problem for the Soviet Union which drives the decision to allow units to come back for free later. My answer to this is that then, realistically and given the way the game is played, the higher cost for creating units isn't exactly punishing the Soviets since the units come back for free by other means (it's a constriction without significance in gameplay terms), or you could argue that some other approach would be superior to the status quo. What comes to mind for me is that Soviets have the ability to create destroyed divisions for a normal cost rather than replace them at higher cost or wait for them to come back for free. This gives Soviet players some control back, and forces them to think about how best to use APs. To which Soviet players will say "But we have so few APs to create SUs and forts" to which I reply: Germany also has to be conscientious of how it saves and spends APs, whether it's transferring SUs from HQs into units (something Soviets don't get until corps combat units), using HQ Buildup, or replacing some of the bad leaders in infantry armies with better ones. But we can never spend them on new SUs or units... I have had to spend at least 60, probably 80, and possibly as much as 100 APs alone moving pioneers and artillery from the awful places where they started hisorically into AGN units to support Leningrad and then to get them out of Leningrad to other important places. Taking Leningrad required a strategic tradeoff for me, but it's what Flavius dismisses as something 'any decent German player can do.' Yes, I'm a decent enough German player to do it, but it cost me two turns worth of APs and it took a lot of attention to my army. A Soviet player conducting such an operation could just create SUs out of thin air for half the cost in APs. Germans certainly don't get enough APs in 1941 with which to overcome their 1941 historically-based inefficiency (think of 8.Corps, 9.Army and the SUs it starts with). The Soviets, however, have failsafes that Germany doesn't. Cheap transfer of units between armies and fronts immediately blunts the effects of chaos made by Germany's surprise attack. The ability to create any SU in any HQ avoids the need to spend APs transferring SUs (and the nightmare of managing the physical locations of HQs so everyone is in range when necessary). All divisions destroyed in the first 17 turns come back exactly 11 turns later so you can schedule everything accordingly. The units that come back for free will be attached to Stavka, again blunting the chaos from Germany's successful surprise attack, meaning there is no downstream negative consequence to organizing the Soviet Army. Germany again and again is punished for not being the Soviet side... Germany is not allowed to be successful beyond a narrow mean of parameters. Mechanics ensure it.
_____________________________
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
|