Nix77
Posts: 561
Joined: 10/2/2016 From: Finland Status: offline
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We are actually playing random weather, but without +1 attack bonus. I think Kantti has been playing a strong game on Soviet side, he knows what he's doing. This is my first game against human opponent, and I can safely say that I'm not playing flawlessly so I'm a bit concerned about the balance too. Blizzard setting does really not affect the destruction of industry or the loss of the key Soviet cities, so +1 attack bonus is the tool we figured would have helped to hold the German at bay. We actually already had a summer mud turn in Central Soviet, so Kantti would be in even bigger trouble without that lucky turn of events... My strategy has been to concentrate forces as much as possible, by throwing all I have against Leningrad, Moscow and Stalino, and leaving the gaps in between quite empty (with Kharkov being a side-step objective). I guess this has paid dividends since I have been able to break even strong lines that Kantti has constructed. Main tactical goal has been to surround as many units as possible. My pockets have not been that impressive, but I've been able to consistently create "worms", rows of hexes locked in ZOC with Soviet units inside. These semi-pockets have been a nuisance to Kantti since they're hard to handle, especially without the +1 attack bonus, even if they're not isolate (they will be isolated on the following turn since they can't escape). I haven't even been aiming to create any huge airtight pockets, since those take time to destroy, harm the supply of the surrounding units a lot and are difficult to hold at times. I've been using majority of the APs to buildups, and it seems they're the ones creating the huge pressure on the Soviet player. Not quite sure if they're balanced or not? Kantti has made a few mistakes, most of them due to his will to fight :D He held Smolensk with a strong wall of steel, but in the end that cost him a dozen divisions in a pocket. Not sure if that could have been prevented by falling back a bit more? I made the same mistake in my own Soviet game, and lost even more divisions! Kiev was lost maybe a bit too fast, and that allowed me to cross Dnepr a bit too early. A strong push with infantry directly to D-Z really gave me a jumpstart there, with mech moving in from the north bank and infantry making the cross in the bend around turn 7-8? South seems to be surprisingly easy for the germans, I'd go as far as to make a small houserule for the Romanian rail to delay the southern advance a bit. I've felt the supply pressure there for sure, but it's getting harmful only after Stalino. It'd be great to get a Matrix-style fast-forward lesson in WitE to learn how to play this damn monster! I'm sure my 2x12 turns of experience in human vs human games doesn't give me a good enough general idea about which settings to use for a balanced game, and when is the Soviet player losing bad or not.
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