stevie -> Exploit through early activation of German allies (3/21/2011 12:43:33 PM)
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Hi, in my last 1941-campaign, all german allies activated in turn 3 because I had moved the southernmost rumanian division to the north and left an unsignificant border town unguarded. Next turn, the presence of a russian border unit changed the possession of the hex and caused the activation. I abandoned the campaign, because it became thus completely ahistorical in regard to the allies. This event reminded me of the scrupulous plundering of the western and southern HQ's in the old WIR or Second Front games, which led to the turning up of "Italian Über-Panzerkorps". In a game, where so much effort has been made to provide historical accurateness, this unintended activation shouldn't be possible. Ok, I could simply let the rumanian division were it is, but depending on the difficulty settings, the soviet AI sometimes makes strong attacks in the southern area, which could lead to retreats of allied divisions. In this way, I had the 11th army and the Rumanian front divisions (which were intended to participate in the campaign) activated in turn 2. This isn't very clever from the AI, but agreeable and could have happenend historically. But the garrison units in Yugoslavia, Bulgaria etc. should definitely be prevented from activating in this way, at least so early in the campaign. Instead of major changings to the activation rules, simply setting the earliest trigger date to 01.01.42 could be a solution. In human against human games, I see a major rules exploit when the german player lures the unexperienced Soviet player forward to get more than 30 allied divisions at once. Greetings from Germany!
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