heliodorus04 -> RE: 1.04 Beta: Why was Refit mode neutered? (4/25/2011 8:22:43 PM)
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For the Soviet, there's huge abuse potential, one concrete example from my recent game: Odessa wasn't attacked until turn 8. I had 3 rifle divisions holding Odessa, more than 15 hexes away from the actual front line (and their HQ). Place them all on Refit. Turn 8 they're attacked, hold. They refit reasonable amounts - not exploitive really because they were supplied by sea, so it wasn't a huge replacement step. Turn 9, I put them on refit. All 3 route. Front line is more than probably 10 hexes away, across the Dnepr toward the Crimea. Also on Turn 9, random Romanian cavalry cross the Dnepr. My 3 infantry divisions on refit all route during the German turn to just north of the Crimea entrance-hex. On my turn, they are all rallied, at about 75% TOE, and can promptly cut off and isolate Romanian cav that on the German player turn was more than 10 hexes away. As a Soviet player, I would put Unready units right next to German panzers just to make the panzers have to waste 3 MP. If I put the Infantry on Refit, often it would route, rally, and be stronger than it was at the start of the last turn. The refit+route effect is a huge teleportation & resupply gimmick. I realize part of this post is a critique of routes (which I don't think we can effectively change without major play balance consequences for the Soviet in 41/German in 43-45). Refit needed to be changed a little, but I agree with the German players that this has a stronger negative play-balance effect on them by virtue of the contact they MUST maintain with Soviet units.
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