Peltonx
Posts: 7250
Joined: 4/9/2006 Status: offline
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quote:
ORIGINAL: GamesaurusRex I am going to repeat this one more time for the latecomers to this thread (and also because I want to emphasize the point, since it is glaringly crucial in my opinion)... The game design model handycaps the Russian player entirely too much in the 6/41-6/42 time period of the campaign. To whit: 1) The "Lvov Pocket" was and is an historically impossible event as I have explained in detail in other threads on this forum. Players who use it are playing a fantasy version of wargaming the East Front. I have suggested a house rule to correct it that is simple and only affects the first two turns of the game in the south. (Wheat and I used that HR in our current game and he has still reached Stalingrad by July 42. The difference the HR has made though is that the whole Russian front didn't just collapse on turn 2 and leave the Russian with no troops to defend with. vs a good to expert SHC player the Lvov pocket is a speed bump. You are wrong, the SHC players that can not recover are not that good or playing an expert GHC player and they are average to poor SHC player. 2) Because of the ridiculously overgenerous German logistics and morale levels, combined with the equally ridiculous isolation "pocket" effects, the Russian cannot afford to stand and fight literally anywhere west of Moskow until mid 42, when he can begin to form Corp sized units capable of combating the Germans. Due to the initially low CV, low morale, and low command rating penalties enforced upon the Russian side from 6/41-6/42, attempting a forward defense is simply not practical, given the way the combat resolution sytem is designed. This could be solved by increasing the Russian reinforcements to historical levels (as some have pointed out, the game levels are low by historic comparison) to enable them to afford massive casualties and still maintain sufficent numbers to carry the war into 43 and beyond. This would also give the Russian an incentive to fight a forward defense in order to extract casualties out of the German Army with a long term view of attrition. The logistics system has been nerfed to the point it is easy as pie even with a mega Lvov pocket to set-up a wall of steel by turn 7 from Leningrad to the Oka. Play Katza, Flaviusx,MT, Saper, Bomazz, Kamil or Hoooper and you will have zero chance of getting past the wall. 3) The Commander "Win-Loss" mechanism is more appropriate to a game of "Chutes and Ladders"... I don't mind reasonable variability in combat results, but completely negating my command appointments is a non-starter. This mechanism should be removed or we need an option switch to turn it off. Grigsby was drunk when he included it. Has little effect to war over all and SHC commanders did learn from their mistakes and got better dispite losing 1000's of battles. As long as they did not get shot they improved. 4) The Victory Conditions are not consistent with the historical imperatives that drove the event. The VP should vary year by year and be won by both sides on a piecemeal basis over time, while playing out the the entire span of the war. Victory or defeat should be something measured against historic reality benchmarks. For example, if the Germans can succeed in stabilizing the front before the historic collapse in the war time frame, adding perhaps something like they did in WITP/AE where points are awarded for destroyed units and points awarded for certain positions controlled over time. As everything else, balance is the key. Your wrong about pts 1, 2 and 3, but 100% right about the VP system it simply sucks to be honest.
< Message edited by Pelton -- 12/22/2013 1:37:27 PM >
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