heliodorus04 -> RE: Balance of Game - Does Germany have a chance? (1/30/2011 5:59:59 AM)
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Here's my two cents. I'm as bad an amateur historian as ever to post on such a forum, but I'm speaking to the kind of game I want to play. It would be foolish to play a game that didn't have some sort of Axis first turn surprise bonus. WITE does, and it's a good one. It would be ridiculous to have a game that didn't have an "Hey Hans, did you know how cold it gets in Russia in January?" penalty. WiTE does and it's a good one. They have really interesting effects on gameplay choices you make (well the latter at least, use your own metaphor for the Soviets on turn 1, please), and these affect 1942 a lot. I think it's unwise not to have incentives for the Axis to concentrate on one or more of Moscow/Leningrad/Stalingrad. I think if you take Moscow (or one of the others) during 1941, even if it's in a Blizzard turn and you lose it the next, the Soviets ought to have a penalty to something (don't ask me about balance any more than you would about history, please!). That would be a fun game to play. Something like loss of admin points, or a drain/tax on their supply production/distribution. Imagine if you lose Moscow and you can't create units for a month (or something equally interesting on balance). RIght now the incentives are not strong enough for the Axis, so you get a game where East front attrition might be too heavily incentivized. (Take Moscow, soviets can't attack the next turn? Just thinking out loud. Imagine taking Moscow the turn before the Blizzard... Take Leningrad, lose half your AP per turn for X turns... dunno) I don't think, given that the invasion of Russia was delayed and complicated by Yugoslavia/Greece, by the Axis Minors being unready/unwilling to engage in total war from the opening day, or the weather of that particular year, I don't think it's plausible that Stalin would have been deposed, or the Soviets to be truly defeated and capitulate before the summer of 1942. I certainly don't think a game that sees the Soviets surrender in 1941 would be particularly fun. Games that incentivize early capitulation aren't great for this genre, where you invest a lot of energy in each turn. But I could handle losing by 1942 as the Soviet, if the German really kept me off balance all year. So to me, a "decisive" Axis victory isn't something that happens before 1942 anyway. And given the advantages the human Soviet has in dealing with the game mechanics that real-world operational commanders can't exploit, like zones of control, and conversion of friendly territory, the Soviet does have a significant edge over his historical counterpart. Incentives that rewarded clever Axis strategy could, and I think should be introduced to the game. These incentives balance the fact that Soviet players can exploit things like I've just mentioned. These incentives would, to me, be best left to affect the 1942 sequence of events. I think if the German doesn't win the decisive in 1942 (and by end of 1942 is an interesting comparison since that's when the Stalingrad debacle was sealed), the game has to replicate the attrition advantages of the Soviet, and thus, the manpower crunch forcing Germany ever west to defend the homeland. That's the only way to abstract the other theaters of the war, I think, and the lack of strategic control this game allows either side. Arguably, the Soviet has strategic control of the long game, by virtue of being able to create whole units. ANd the German becomes ever more hampered by the uselessness of his so-called Allies. Oh, yeah, I want a random Finnish no-attack/no-move line, that the Soviet cannot see. That the Finns have a gentleman's agreement 's a horrible exploit that Stalin couldn't count on. And I'm thinking, from my experience defending as Soviet, that the swamp defense might be a serious balance issue. I've seen some crappy Soviet divisions hold off massive amounts of German quality infantry with support. Multiple times. I felt bad for the German.
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