AFV
Posts: 435
Joined: 12/24/2011 From: Dallas, Texas Status: offline
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While I disagree on the use of muling, I do agree with your other premises. There is no reason for the Soviet not to simply run- but there could be 1) Manpower loss- does not matter much- but devs could make it matter 2) Armament loss - super RR capability combined with HI not needing to be moved, so this does not matter 3) Victory points - simplistic VP conditions so this too does not matter but it could if there were VP that could be gained or lost by holding certain cities by a certain date 4) Moral - seems like this could be linked to territory- give up too much, your moral drops, keep more than average, it goes up. But instead moral is on a strict time line with nothing to do with what happens in the game. Sadly, I have to agree, two evenly matched foes- its a slam dunk as Russian. Just dont fight forward. Easy formula- run like hell, evac arms, factories you need, wait for mud, then regroup and its all downhill for German. By the time clear weather comes again, there should be no chance for breakthroughs, Soviet will lose hexes but the German will grind his army to a nub- and really for no reason as industry is gone and manpower does not have much of an impact. Michael- you and Pelton are part of the problem (no offense intended, read on). The Soviet fanboys point to your AARs and say "see, the Germans are too powerful as it is". Unfortunately, the other 99% of the games played are not visible, and thusly ignored- which follow the formula above, and end in 42 when the German can muster only gaining a few hexes across the entire front each turn.
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