HamburgerMeat
Posts: 361
Joined: 7/22/2017 Status: offline
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Every USSR first strategy is mostly about spending more on units than on tech. What makes this one different is that it probably unbeatable between two equally-skilled players who are intermediate or above. You say you have to sacrifice techs, but what more techs do the Germans need for a USSR-first strategy other than the following: Infantry weapons Advanced Tanks Artillery Weapons (Germans start with a chit) Ground attack weapons C&C (Germans start with a chit) S&I (Germans start with a chit) Industrial tech (Germans start with a chit) You don't really even need advanced aircraft, though it is probably recommended if you can spare it. And it is not just about making the Axis spend MPPs to rebuild their units. The loss of their best offensive, most experienced units should significantly slow down the Axis advance, as it takes time to rebuild them, precious time that's not being spent on the offensive. But the main power of this attack comes from using axis infantry weapons advantage for as long as possible, on top of gaining a lot of experience. Destroying the axis spearhead multiple times would absolutely cripple a 1941 invasion, as you lose the precious time you have before the Russians match your infantry weapons level. But in a 1940 invasion, due to the infantry weapons/experience/morale discrepancy, the Germans simply keep trucking along. You say that you are stretched thin as well, but you outnumber USSR forces x4, and all of your forces have high experience due to two years of nonstop combat. You also say that this game is like "is like 2 players on 2 sides of a sharp peak, once 1 side gains any advantage, it will only be enlarged and easier to gain more advantage." While this is generally true, the 1940 invasion between two similarly skilled players makes it impossible for the USSR to gain momentum, as evidenced by the lack of effect destroying 5 panzers, 1 TAC, and 1 army had. I'm simply not sure what more the allies could have done in this game (with the exception of the naval game, which you absolutely smashed me in). I broke the Axis speartip without overextending, but it simply did not matter. I don't think you can reasonably call this balanced. Even if the US joins the war earlier, the best they can do is land in mid to late 1942. By that time, the Axis will be in Kuybyshev, which means they are a stones throw away from Perm. All the axis have to do is operate some corps and a 3-star HQ (of which axis should have plenty) over to the west. The green Americans will have a hell of a time taking down a 2-star corp, trust me. Even if the western allies liberate France, there is not enough time to seriously threaten the German heartland/Berlin. I do not know how much 10k-20k national morale is in terms of percentages, but based on this info from the guide I don't think that this will make a significant difference: §§ If National Morale < 40% then Unit Morale is multiplied by 0.85. §§ If National Morale < 75% then Unit Morale is multiplied by 0.90. §§ If National Morale < 95% then Unit Morale is multiplied by 0.95. §§ If National Morale > 110% then Unit Morale is multiplied by 1.10. So if it drops German national morale to <95%, that's like half of an infantry warfare upgrade. I doubt it would be noticeable. I was thinking of maybe adding a penalty to the Germans for attacking Belgium/Netherlands/France too soon, but I am not sure what one would tie that to since we can't simply use time according to Bill in the other thread. And if the Germans can't take France that sounds like a pretty big skill difference ;)
< Message edited by HamburgerMeat -- 5/18/2020 12:55:22 PM >
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