Erik Rutins
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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I think a lot of folks are still trying to play WITE2 like WITE1 and looking for the same results. This is understandable initially, but to play WITE2 well and get the most out of your army, whether playing as the Axis or the Soviets, you need to learn the new systems and there are quite a few. Most importantly, the CPP/Delay system for ground combat, the improved Air system and the improved Logistics system. If you expect to do well by just pushing counters forward and using 1941 Panzer Divisions as tools to grind down enemy units, you're not going to do as well as a player who learns how to do a historical blitzkrieg within the game system. For example, Panzer Divisions in 1941 still have plenty of teeth and they can absolutely wreck Soviet divisions, but they are also easier to misuse and break than in WITE1. If you look at the various AARs, you'll see a pretty huge difference in what the most experiences Axis players can achieve vs. those that are not. They give the Axis a huge early advantage in maneuver, encirclement and breakthrough, but they are not invincible and will lose strength and capability if you treat them as a blunt instrument. The new victory system with the campaign that includes the sudden death victory checks does a good job of addressing retreat strategies overall, though some players asked for an alternate campaign without those sudden death check and prefer to play that way. However, playing without those checks will also encourage more retreat strategies. That's considered an alternate/optional campaign. Finally, I'd ask the original poster to come in with an open mind rather than a negative assumption. Regards, - Erik
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