heliodorus04
Posts: 1647
Joined: 11/1/2008 From: Nashville TN Status: offline
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quote:
ORIGINAL: ComradeP quote:
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). This is where you're wrong, as you can as the Axis decide when to make pockets. There's nothing stopping you from trying to create big pockets in September, as opposed to trying to create as many pockets as possible early on. At least some of those divisions you just pocketed and destroyed, for example, will either have worthless morale/experience during the blizzard or won't be there to begin with. Two counters: 1. It is only a viable game option to create pockets later because the divisions come back for free, incentivizing a-historical warfare (let alone Russian Front simulation) in not isolating units as soon as you have the opportunity. This is an extreme problem of realism with the gameplay that nobody really bemoans. 2. The Soviet often denies me the ability to create pockets, so I'm not sure how I have complete freedom here, as you seem to imply. See my pockets at Kharkov the last two turns, and Valdai two turns ago. quote:
ORIGINAL: ComradeP quote:
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... You're seriously underestimating the AP costs that would be associated with recreating all the divisions that were lost. If I had to pay AP's, there's a good chance a lot of the divisions would never be recreated as the Soviets have a surplus in any case. While I realize the AP cost would be prohibitive (and would require a re-balancing of how many APs the Soviet gets and how much it pays in 1941 to create units), I would rather have an engine where nothing happens for free, even if it meant giving the Soviet more APs to create them. When the Soviet player pays for them, then he's actively controlling his game (and there is a chance he will make mistakes, as well as a chance he stumbles on a better grand strategy somehow in excellent budgeting). When the game hands him something for free, it's baby-sitting him no matter how he plays. Furthermore, your last quoted sentence above "If I had to pay AP's, there's a good chance a lot of the divisions would never be recreated as the Soviets have a surplus in any case." appears to reinforce my larger point: the Soviets don't need these units for free because they already have a surplus of counters. With a surplus of counters on the map (a game condition that Germany will never know), all you need to slow the German down with a NATO 1986 defense are counters with 1 body in them. My point with these two issues is that, after the summer I have had, there should be a turn or two of nearly empty "holy **** where did all the Russians go". But because all these units from Turns 1-5 for free, the success that I achieved was obviated by the failsafe of free Soviet counters. The game mechanic snatched the consequence my victory should have helped with (in terms of recreating the geographic advance of the Axis in 1941) from me more than CF's play did, and that's a gameplay point that is fundamentally wrong. It's not that I think I should be able to win in 1941 (or 42 for that matterr!): I think I did well enough that the Soviet needed to do what he did historically: trade land wholesale for time because they knew that creating a defensive line too close to the German breakthrough would result in more wholesale envelopments. And CF should have had to make strategic decisions about what ground he was going to retreat from (Voronezh? Stalino? Kharkov?). With a 1986 NATO elastic defense, you don't need a solid line, so you don't have to give up ground. Because he didn't have to give up ground, I will not take armaments, nor will I take manpower centers that would, should they be captured and/or damaged, make a large difference in my ability to hold out until 1945 (I am not advocating that I should be able to capture the centers for an auto-win). Now, for those who (correctly, and I don't mean any of this at ComradeP specifically) note that I don't have "enough" armor in the south, let's keep our arguments cohesive: Is my performance at Moscow a result of the game engine being FUBAR (rail distance bug notwithstanding), or is it a factor of my allocation of resources fostering my success? AGC used all of its armor in its own sector (minus 1 corps for Leningrad)? Leningrad applies here as well: is my taking of Leningrad a factor of the engine showing Axis favoritism, or is it a factor of my allocation of resources to finish the job at hand (and the logistics map which make Leningrad the easiest objective to take in the first 17 turns)? The reason there are fewer panzers in the south than historical is because I committed resources for Leningrad and Moscow. So don't slight my success at Moscow and Leningrad as being the result of the engine's Axis favoritism if you're going to turn around and slight my performance in the south as operator error. I think that's too duplicitious a stance. Germany has enough resources to prioritize 2 of the 3 regions. My prioritization of Moscow may even not be enough (even factoring in the rail distance bug which was entirely in my favor). I'm not complaining about Moscow (I don't think) because it is what it is: It's a hard damn place to take, one expects the fiercest Soviet resistance here, and we've seen Germany trying its hardest to win set-piece battles against organized defensive lines: It all looks the way you'd want a 1941 Moscow attack to go: tooth and nail. I'm complaining about the Nato 1986 defense being too successful for too few tradeoffs (and legitimizing my complaints with appeals to its a-historic nature, which does not make me a history buff). quote:
ORIGINAL: ComradeP quote:
Cheap transfer of units between armies and fronts immediately blunts the effects of chaos made by Germany's surprise attack. Not necessarily. The individual units are still weak, the HQ's would need to be available and personally I consider it to be a waste of AP's to reassign units like you describe. The gains are not really worth it in most cases. First, in your counter-argument, you allow room for my argument's validity with the terms "not necessarily" (implying sometimes it can be so) and "The gains are not really worth it in most cases." (implying in some, it is). Etymological gotchas aside, if you agree that there's room for significance here, then by over-ruling its possibility you are closing the door to gameplay strategies. I believe that the comparatively high cost of division transfers that the Germans experience (for no good reason, I assert) deny the German the ability to conduct meaningful operational offensives. This is not to even mention the game artifices that screw most of AGS with over-burdened commands that likewise artificially limit German play strategies. I have a problem with how much it costs Germany to transfer divisions, and my attempts to whittle away at the Soviets by comparison isn't as important to me as making it cheaper for Germany to have operational flexibility, which was more doctrinally consistent with the way it organized, trained, and fought than this 1986 Nato crap. If I could easily move divisions in THIS game from 2.Panzer group into 4.Army, and vice versa, or possibly even whole corps if it made more sense (and it does for 4.Army, which is well rested in this game), I could rotate out my worn-out divisions and continue the offensive. That is denied me by an artifice that, in my opinion (and perhaps my lack of reading Glanz et al undermines my arguments here again), is reversed from how it should be: Germany should have the flexibility that the Soviet does (and if it had it, I wouldn't care so much that the Soviets also have it).
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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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