fiva55 -> RE: Lvov Pocket exploit - Q for developers (9/16/2011 11:39:15 PM)
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quote:
ORIGINAL: heliodorus04 When you see how easy it is for the Soviet to organize his defense, you'll understand why there's nothing "gamey" about using the game mechanics to advantage. The German has so many disadvantages over his historic counterpart in that the Soviet player won't repeat any of the mistakes that his predecessor did. In addition, the German is bound by his historic TOE, whereas the Soviet is not. All the divisions pocketed in that Lvov pocket come back for free (as shells that reinforce nicely over a few turns). It also forces serious compromise on the goals of Army Group Center. Even with the huge advantage of the Lvov pocket, German players struggle mightily to reach the axis of advance and casualty/factory loss totals of the actual Wehrmacht in 1941. The way you represent things seem to be a bit biased. Having played both sides, I can say that playing Soviet isn't as easy as you say. At the very least, you are forced to defend for 18 turns, giving up the initiative, hoping that your opponent won't quit before you have the opportunity to have some fun being on the offensive. With that said, I will admit that between equally skilled players, the Soviet player will usually prevail. As for the Lvov pocket, some might consider it a gamey move, since it seems historical implausible. Naturally, houserules are possible to prevent this move, though I have yet to read an AAR with such an agreement. There are some games in which the German player avoided the Llov pocket though, and still had great success in the south.
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