toawfan -> RE: Armageddon 2015 G2T3 (12/12/2010 6:06:57 AM)
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ORIGINAL: Odenathus Thanks for the continuing input, I fear that you're right about the play balance: a test against the AI (and I did try a lot) just doesn't give you a true idea of a human player's capabilities, and I only had time for a few turns against Bob. I'm reluctant to change the actual number of units, even if some of them are only potential reserves as they're sort of accurateish, so I'm inclined to reduce the length of the Russian's air and land shock bonuses, and maybe lower still further the proficiencies of the aforementioned reserves, so that the Russians have to rely more on their starting regular forces for the initial penetrations. I can also tweak the VPs to make it so that the Russians need to cut really deeply into western Europe, or maybe take on a major neutral or two, rather than just nibble at the edges of NATO to achieve a victory. I've been updating the scenarios on my initial posting on Games Squad as you've spotted problems: so I've fixed the Balts not surrendering and the DoWing some neutrals not working, and making a note in the 'Reasons for Editing' box. I need to separate out the US fighters and bombers mentioned in one of the posts above and,evidently, have a good tinker with the play balance. I don't think it can ever be a straight 50/50 fight from the start, since even without the potential Russian reserves, there's no way in reality that the Baltic States, Georgia, and probably even Poland can survive a massive Russian assault. It would be like having the first few months of 'Barbarossa' in Spring 1941 as a straight fight between Germany and the USSR: just wouldn't be right. And all commentaries that I've read on high-intensity modern war stress that neither side has the reserve stockpiles and industrial and economic capacity to fight for more than a few months at the absolute most - some say only 30 days would exhaust both sides' supplies, or it goes nuclear, with all that that implies. I'm supposed to be trying a playtest with Larry once I've upgraded to 3.4, and now I fear that I'll have to further delay it - sorry Larry - while I tinker with the play balance. Re the sea movement above, maybe the Briefing isn't clear, but you CAN move any units by normal sea transport from friendly anchorage to friendly anchorage: the limitation on using special forces/marines/amphibious units, etc, only applies to the turn in which the latter are used to seize an enemy port. If you mean why can't you helicopter the air assault unit over, it's because the game engine limits heliborne movement, too much so in my opinion. Regards Mark What would happen if Finland and Sweden were active territories and more of the NATO reinforcements came in that way? Would that spread Russia out a little more thinly? I wouldn't make the distance that Russia has to cover in Europe that much farther. I would suggest making a stronger fortified front for NATO in Europe or at least make Russia have far heavier losses in trying to get Warsaw. An equal reinforcement number also would make life tougher for Russia. Now, if I recall off the top of my head, Russia gets 500 infantry per turn and NATO 400. Why not even? Or another minor tweak: Make Russia's reinforcements come from as far away as NATO's in Great Britain. Don't let them get to the front in Europe in less than two turns. Just thoughts. I'm only a beginner. I like your premise that NATO is spread thinly in the off-map world for other real events of 2015 -- still bogged down in Afghanistan and threatened in North Korea, etc. So Russia shouldn't have to push much farther to get its VP. I think it has more to do with Russia gets way too strong of a push into Europe in the very first moves, especially Poland, and then gets an imbalance of reinforcements that are so close to the front in Europe that they can jump into play by the next turn.
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