ncc1701e
Posts: 7380
Joined: 10/29/2013 From: Utopia Planitia Fleet Yards Status: offline
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quote:
ORIGINAL: sveint If you look at harrybanana and mine AARs, you'll see we both carve through 41 Soviets as if they are butter. And I had a very poor start to my Axis game. So I am happy to see how I have resisted to an April's Barbarossa better than you with another experience opponent. To sum up, against a strong experience player, Russia don't have any chance. The battle of Smolensk, Barbarossa derailed for Mr David Glantz, gone. 10th July to 10th September 1941. Two months of fighting around Smolensk. Two months so four game turns, gone? Battle of Soltsy? gone? Battle of Staraya Russa? gone? The Russians fought hard in 1941 inflicting many losses on the Germans. The Russian are weak because of two modifications imo. I have already highlighted them here: http://www.matrixgames.com/forums/fb.asp?m=4962490 First change: quote:
Change Soviet default experience lowered from 35% to 30% The Soviet are weaker at start so their units must wait longer to gain a decent experience. Few problems to hold Leningrad, Moscow in 1941, normal? For an April Barbarossa, all-in Russia, maybe. For a late June Barbarossa, I am not sure. In your game, 12 September 1941, you are at one hex of Moscow with a Barbarossa started on 06 June 1941. Something is wrong here. Warplan is not a simulation but... this is much to quick and this is against harrybanana. Just imagine a casual player. Second change: quote:
Change casualty to kill level by 7% (means less kills more effectiveness loss) This one is the worst for 1942. Based land experience are increasing with combat. So, based experience are increasing over 1941. Now, here is the problem. Red army land units are acquiring experience with replacements coming at a better experience than what's in the unit. A land unit at 30% experience receiving replacements at 33% experience will increase its experience. The problem is, due to this change, Red army land units are losing less steps than before. As such, they get less replacements with an increased based experience. An unit will wait longer to gain experience especially since it is losing less steps than before but effectiveness instead. That's the way I understand the new behavior hence the balance issue.
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