loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
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quote:
ORIGINAL: AWGreif Turn 106 means at least 9 turns later than history, and thus 900 VP penalty. Yet the question is ... why in a game against the AI the Soviets did not reach Berlin at turn 96? Was not intended that against the AI the end (Soviets in Berlin) would have alwuys been within the historical date? Or it is possible, although not written in the Rules, that the AI plays with the EF box on? Btw according to Rules, with the end at turn 96-97, this would have ended correctly as a Draw. I think that is what caught me out. I assumed that against the AI, the game ended in early May, so was really surprised to find it carrying onto into the summer. I'd have hoped that meant the AI was operating without the EF box. quote:
ORIGINAL: whoofe well that's disappointing... :( Certainly was a surprise - I thought I had 3-4 more turns and it would depend on how strong the Berlin garrison was ... quote:
ORIGINAL: jwolf Rats that is a rotten ending. I can't comment on the VP system as I don't know the details, but your comment: quote:
If you can't win with the VP system then the VP system no longer works as an effective constraint on your planning or options. sounds right on the money and it is an ironic and maybe even perverse outcome. Still, it was great to read and follow your game and thanks very much for a great AAR. Now the final question: what does Anna say about the whole thing? glad it was enjoyable. It is a very interesting game, there is a lot more planning ahead than in WiTE and working how to exploit the allies' airpower is a challenge in itself. Anna is clearly now on my side (final post below) quote:
ORIGINAL: Seminole quote:
I forgot to then open and take a picture of the vp score etc but the turn before I was on -170, so I lost at least 730 right at the end to take the score to at least -900. If you could open up a save and show the VP breakdown I'd be interested to see how the various factors balanced out over the course of a campaign. The graphs on points per turn, etc for the various elements put some meat on the bones of arguments (with the noticeable caveats to player and opponent skill sets). Especially to see those charts and go back and see what strategy was producing those results. have done a final post, its based on T106 but it makes little difference apart from the 900 point fine for Uncle Joe being late to Berlin. quote:
ORIGINAL: Devonport Thanks for the AAR loki 100, very interesting and informative. I only play the AI and have decided not to be too bothered by the VP score, just see it as a relative rather than absolute indicator of success. I would like to see more overt payback for strategic bombing but that argument is being rehearsed elsewhere. Again, thanks for taking the trouble to share, I have learnt a lot. thanks for the comments, it is, as above, a really good game. When it was first under discussion I couldn't see how they could make an interesting game of an essentially one-sided campaign but it works really well. It does seem as if the relative robustness of the German economy is under consideration. Don't want to see the opposite - where no matter how well the German player does, they lose as a predetermined economic collapse occurs - nor that hitting a particular link in the industrial chain is an 'I win' button - but something needs to reflect allied pressure on land and air (plus losses to the Soviets) leading to real constraints on the Germans in the late game.
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