thedoctorking
Posts: 2297
Joined: 4/29/2017 Status: offline
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quote:
ORIGINAL: rob89 quote:
ORIGINAL: Zug quote:
ORIGINAL: rob89 I think it would be really curious if a simulation like WitE, in which the German OOB is rigidly defined until the last battalion, the Soviet could instead create units in anti-historical numbers. But that is the asymmetry that I never really understood ... +1 I don't understand it either. It's my biggest issue with this game. Germans can't even scrap together a HQ. But it's not that I want the ability to do so for the Germans, I'm fine with the way it works. But then, the Soviets should play by the same rules. So either they can both do it, or not do it. I really don't understand why it works so differently for each side. Has this ever been explained? In my game with Germans vs Soviet AI, the Red Army, at the beginning of July 1942 already has 75 Rifle Corps (historically, at the date, they had only 20 of these new type of units) plus 192 Rifle Divisions (for an equivalent of about 400+ divs, although I already destroyed 300+ of them); and 32 Tank Corps when, historically (as in the aforementioned book), the Red Army never exceeded 24 Tank Corps. I could understand the need for flexibility for an OOB like the Soviet one, with divisions destroyed and rebuilt many times, but there should be a limit, for each unit type, equal or similar to the historical one, period by period; otherwise the obsessive rigidity of the German OOB is not justified, and a little ridiculous ... regards That's the AI, it cheats. An actual player would be hard pressed to have 20 rifle corps by that point. In a game I'm playing that's right at that point, I have seven plus about ten tank corps and twelve cav corps.
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