Dinglir
Posts: 620
Joined: 3/10/2016 Status: offline
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quote:
ORIGINAL: tyronec This game is far from over, however whatever the result imo the game is advantage Axis on the current patch and these settings. HardLuck has done well to steer the game into a slugfest in difficult terrain that he has then won; taking good advantage of the '+1' and to some extend negating the present 'overpowerful' HQBuildup rules. What I take from the whole write up, which is good stuff by both of you, is the importance of getting to grips with the full technical details of such things as fatigue and entrenchment and making best use of them. The other aspect that comes out is judgement of what the expected outcome will be over a few weeks in each area of the front and what forces need to be allocated to get the result you want. More difficult for example if you playing with '+1' for the first time and of course if your opponent tries something different. It all make for one of the best wargames ever written, if not the best. Good job guys. As I see it, the problem for the Axis player is that it is simply not possible to create a credible threat on Moscow before turn 11 or 12. Up until that point, he FBD units are simply not far enough forward to supply an attack on Moscow. HardLuck has skillfully used this situation to simply empty the Center of units and throwing them all towards Leningrad. This is also the reason why I kept my Panzers in the north, hammering away at the Soviet positions. The +1 modifier is probably not decisive, but certainly a factor in the Soviet defense. Without it, a German infantry division in light forest would be almost impossible to dislodge. With it, the Soviets can easily attack enough times to create plenty of Guards units, limit the German buildup areas and retain MP on many units for building fortifications. Look at the turn seven Soviet counterattacks - three out of five would have failed if it were not for the +1. As for the game balance being pro qaxis, I disagree, but I quite frankly do not have any experience about the late war to base my thoughts on. In my humble opinion about the most important "skill" in WitE is to continuosly evaluate the situation and change your plans accordingly. To create a "Master Plan" and blindly follow it, is to ignore the fact that there are two players in the game.
< Message edited by Dinglir -- 9/14/2017 4:38:56 PM >
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