RE: Lvov Pocket exploit - Q for developers (Full Version)

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Redmarkus5 -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 6:46:33 PM)


quote:

ORIGINAL: sveint

What is really needed is a scenario with a free setup turn for each side.


+1 to that




kirkgregerson -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 7:23:53 PM)

This issue with the Lvov pocket opening being some sort of issue is silly, as other have already mention.  Do people know what they are really asking for here?  Where does it end?  Maybe the game should control each turn to make sure a historical path is followed by both side.  My goodness, can we please not dilute the developers time with this utter nonsense.  There's several more pressing issues that need to be looked at.




heliodorus04 -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 7:44:11 PM)


quote:

ORIGINAL: kirkgregerson

This issue with the Lvov pocket opening being some sort of issue is silly, as other have already mention.  Do people know what they are really asking for here?  Where does it end?  Maybe the game should control each turn to make sure a historical path is followed by both side.  My goodness, can we please not dilute the developers time with this utter nonsense.  There's several more pressing issues that need to be looked at.


+1
Germany's invasion was a surprise. You're going to have a lot of pretty toys broken by their invasion, but you'll get 20x more to replace them.




asdicus -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 7:48:07 PM)


quote:

ORIGINAL: redmarkus4

3. WiTP AE has two start options, IIRC, one of which allows you to start on December 08, after Pearl Harbor. Maybe WITE needs an option to start the Grand Campaign in week 2, with the historical successes of the first week of operations already played out and the surprise factor removed?


I think this would be an excellent option for starting the 1941 campaign in week 2 with all the historical gains implemented etc. It would avoid all the problems with the russian forces in the south being forced to stand still while the germans just drive around and encircle them. witp ae has exactly the same problems if you allow a free for all on the dec 7 turn. The japanese can land next to singapore at rabaul etc knowing full well the weakness of the allied starting garrisons - the whole game start can just move into 'fantasy mode' if you are not careful.

If the week 2 start is impractical ( lot of work to create a new scenario) would it be possible to alter some of the russian starting dispositions on south west front to make the russian defense stronger in this sector ?




heliodorus04 -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 7:57:16 PM)

I'm calling slight shenanigans on the idea of a Turn 2 start:

You will STILL have the problem that the German will always know exactly what force is facing him, where it is located, and how best to min/max the Soviet/German capabilities of the 'new turn 1'.  It might not be a Lvov pocket, but maybe it would be a Zhitomir pocket, or some such.  Regardless, in the IGOUGO system, the guy who goes first gets an incomparable advantage. The point I'd ask you to take note of is that they only get that incomparable advantage once per game.






Flaviusx -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 8:02:08 PM)

An option for a turn 2 start is interesting, but I wonder how many players would really use it. A lot of folks, myself included, would prefer to bake their own cake as it were.




KenchiSulla -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 8:08:55 PM)

It will be used as often as the turn 2 option in WITP:AE...




Baelfiin -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 8:11:42 PM)


quote:

ORIGINAL: heliodorus04

I'm calling slight shenanigans on the idea of a Turn 2 start:

You will STILL have the problem that the German will always know exactly what force is facing him, where it is located, and how best to min/max the Soviet/German capabilities of the 'new turn 1'.  It might not be a Lvov pocket, but maybe it would be a Zhitomir pocket, or some such.  Regardless, in the IGOUGO system, the guy who goes first gets an incomparable advantage. The point I'd ask you to take note of is that they only get that incomparable advantage once per game.




For sure. Anyway you slice it the guy moving first is going to have an advantage in any fixed deployment scheme. As I said before somewhere, a double blind deployment phase prior to game start is the best bet on giving total control to both sides on how they want to start the game.






Flaviusx -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 8:11:59 PM)

I'll pass the idea along to Trey...as if he didn't have enough on his plate right now. [:D]




Flaviusx -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 8:32:19 PM)

Y'know, we could actually do this in a rough and ready way right now.

The scripted AI for turn 1 has the historical German moves, more or less. Run that, maybe with some settings tweaks, save it, and presto. Won't be exact, but if you want a quick fix...





jzardos -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 8:32:43 PM)

quote:

ORIGINAL: kirkgregerson

This issue with the Lvov pocket opening being some sort of issue is silly, as other have already mention.  Do people know what they are really asking for here?  Where does it end?  Maybe the game should control each turn to make sure a historical path is followed by both side.  My goodness, can we please not dilute the developers time with this utter nonsense.  There's several more pressing issues that need to be looked at.



+1

I'm also very tired of this discussion about some sort of issue with the Lvov pocket. I've yet to heard one objective argument as to why this is a problem in the game. I've heard a lot of 'subjective' crying by some players about it. If the game mechanics work, the parameters for the eastern conflict are in place, then let the players play.

Will there be some openings that are better than others...sure. Should they all be nerfed? Ummm, you have to be out of your mind to even consider this option. There's no guarantee each pocket will be completely successful.

Of course this discussion goes away if we let players have some freedom of setting up units. But does that mean a player could put all his Pz Grps in the south? Without some limits in a 'free-setup', a new 'can of worms' will be opened and many more people complaining. Of course just make it an optional setting like the random weather, then players can choose historical or free setup.




kevini1000 -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 10:07:36 PM)

I'm shocked this issue is even being talked about. Yes plenty of things will happen in this game that are not historic. The main concern should be balance. Does the Lvov pocket on turn 1 unbalance the game and make it harderd on the Russian player than it was historically. The answer is certainly no way. Have some people play out the first 17 turns and look at the results if the German plays it historically and does not do the Lvov pocket. As difficult of a time that they are having think what it will be like otherwise.




Great_Ajax -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 10:10:31 PM)

LOL. Not interested. 40+ hours of work for one week of advancement from the stock 1941 campaign? No thanks. I'd rather work on something new :)

Trey


quote:

ORIGINAL: Flaviusx

I'll pass the idea along to Trey...as if he didn't have enough on his plate right now. [:D]





Flaviusx -> RE: Lvov Pocket exploit - Q for developers (9/21/2011 10:16:16 PM)

I figured as much, Trey. [;)]




Empire101 -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 1:09:09 AM)


quote:

ORIGINAL: kirkgregerson

This issue with the Lvov pocket opening being some sort of issue is silly, as other have already mention.  Do people know what they are really asking for here?  Where does it end?  Maybe the game should control each turn to make sure a historical path is followed by both side.  My goodness, can we please not dilute the developers time with this utter nonsense.  There's several more pressing issues that need to be looked at.


+1




Wild -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 3:07:42 AM)

+1 No problems here. Time to move on.




Ketza -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 3:57:51 AM)

In the boardgame FITE there was a variable set up option. It was great until people figured out the optimal Soviet defense which eventually led to the optimal Axis attack.




Jakerson -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 10:28:42 AM)

quote:

ORIGINAL: redmarkus4
3. WiTP AE has two start options, IIRC, one of which allows you to start on December 08, after Pearl Harbor. Maybe WITE needs an option to start the Grand Campaign in week 2, with the historical successes of the first week of operations already played out and the surprise factor removed?


This is kind of good idea but it wont stop German players making new type of totally optimized opening move for week 2 and forming new pockets from week 2 setup.

This optimized start up moves is bit of problem for every turn based game.




BletchleyGeek -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 12:27:05 PM)


quote:

ORIGINAL: Jakerson

quote:

ORIGINAL: redmarkus4
3. WiTP AE has two start options, IIRC, one of which allows you to start on December 08, after Pearl Harbor. Maybe WITE needs an option to start the Grand Campaign in week 2, with the historical successes of the first week of operations already played out and the surprise factor removed?


This is kind of good idea but it wont stop German players making new type of totally optimized opening move for week 2 and forming new pockets from week 2 setup.

This optimized start up moves is bit of problem for every turn based game.


Only on those IGOUGO where the opponent hasn't the ability to react (automatically or manually) to enemy movements. I made elsewhere the suggestion that a nice refinement for WitE rules would be to have some sort of automatic "operational level" reaction/interception (think of TOAW Local Reserves but tying it to specific areas rather than battles).




Flaviusx -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 3:08:52 PM)

quote:

ORIGINAL: Jakerson

quote:

ORIGINAL: redmarkus4
3. WiTP AE has two start options, IIRC, one of which allows you to start on December 08, after Pearl Harbor. Maybe WITE needs an option to start the Grand Campaign in week 2, with the historical successes of the first week of operations already played out and the surprise factor removed?


This is kind of good idea but it wont stop German players making new type of totally optimized opening move for week 2 and forming new pockets from week 2 setup.

This optimized start up moves is bit of problem for every turn based game.


It's a question of leverage. Surprise turn effects can be leveraged in a way that ordinary turns cannot. You can optimize future turns, sure, but the pay off won't be anywhere near as big or have as huge strategic consequences.

I'm pretty well convinced at this point that the Lvov opening is greatly accelerating the pace of operations in AGS, by a good month or so. It's having a non trivial impact on the game. SW front is just getting wrecked way too easily. Wonder why Soviets are running away so much? Well...because after turn 1 they haven't got a whole lot left to defend with. In real life 2 of the 3 front were demolished from the getgo. The Lvov gambit turns it into 3.




Rafo35 -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 4:04:09 PM)

quote:

In real life 2 of the 3 front were demolished from the getgo. The Lvov gambit turns it into 3.


Yep, and the 2 out of 3 fronts were hopelessly outnumbered and unprepared. This wasn't the case for the 3rd one since the south axis is where the Soviet expected the main blow and where they concentrated most of their forces. Only the magic of first player first turn IGO YGO make it different.

It's a little strange to see people saying nothing should change because we don't want to script the German 1st turn whereas there are a ton of special rules in place on this turn to allow the Germans to do as good or better as historically.




janh -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 4:55:50 PM)

I think Flavius managed to formulate nicely on the mark why there is good reason to discuss the 1st turn issue with the Lvov pocket. To me it seemed so far only to change the dynamics in the south (i.e. a big pocket immediately, and only small ones later). But he is right that this must consequently influence the op-tempo in the south.
At least if the goal is to reach a close-to-realistic(~history) experience with the engine, thinking about this openly should be independent of which side you prefer. After all, who wants to win, no matter what side or whether due to a 2:1 rule or anything else, just knowing that it was only due to smart (mis-)use of game mechanics?

I would support Bletchley_Geek suggestions for putting on the wishlist -- I think a reaction option would be neat to counter the static nature of the long I-Go-U-Go turns and would enable something like meeting engagements and block moves. Whether feasible, or whether there are more pressing issues, is developer decision, but finding a concept and putting it on the wishlist won't do damage.

quote:

ORIGINAL: Rafo
It's a little strange to see people saying nothing should change because we don't want to script the German 1st turn whereas there are a ton of special rules in place on this turn to allow the Germans to do as good or better as historically.


Ah, presently, with a static behavior of one side during the turn of the other, you can easily script the 1st turn -- Flavius pointed this out for a "historic" first turn above. You could think of a set of different scripts, say one with an extra Pz.-Korps for AGS, one with historic staging, etc. And implement the ideal moves for each of them. Then the first turn of a GC for the Germans could be just selecting the one of choice, and watching it being performed by the book -- every time. Acknowledgments should go the original author who optimized it, and the player for successfully copying it. And the real challenge starts after the 1st Russian turn.




heliodorus04 -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 6:13:45 PM)

What about the fact that Kiev's 600,000 prisoners is never going to happen?
How, exactly, does that impact the delay of operations in the South, Flavius?
Might I remind everyone that the Germans took Rostov in 1941...

I thought it was you who yesterday was arguing that there is a tradeoff for the Germans in that parts of 6th and 17th Armies can end up 4 turns behind their historical advance as they try to destroy this Lvov pocket.

I can show you a screenshot of a game of mine on Turn 8 where I have 2 corps of 17th Army, 1 of which is a little west of Krivoi Rog and the other is barely east of the Romanian NE frontier, because I had to chase SEC brigades around the Hungarian mountains at 1 hex a turn.

Two more points:
1) Half of the Soviet AARs I see still advocate taking the strong units from SW front and railing them north towards Leningrad on Turn 1. If you guys end up stealing more advantage from the Axis via this unctuous whining about the Soviet not moving first on Turn 1, I want all rail prohibited of Soviet units west of the Dnepr for the first 3 turns. You f@ckers can stand and fight all along the front like Stalin expected.

2) We all know that no matter what changes you make to TUrn 1, Soviets are going to run to Kiev and D-town as fast as they damn-well can, no matter how many pop centers there are there, and the Germans will be denied what they accomplished in the first 8 weeks of the war. So start planning how you're going to take something away from the Soviets while you're busy trying to ensure the Germans can't actually you know, challenge you.






Flaviusx -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 6:20:05 PM)

I made no such argument. You've got me confused with somebody else.







PeeDeeAitch -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 7:21:26 PM)

heliodorus, you make a lot of assumptions couched as facts that are not born out all the time. Players have made huge Kiev pockets, not all players run to the Dnepr bend, nor do all do such things as send a front to Leningrad. I understand, this is called "overplaying your hand" but it does make it a bit less insightful.

While we have seen a lot of players cut and run as the Soviets, the more experienced know this is not the best play. While it is in the interest of the Soviet players to avoid large encirclements, it is not always possible (and given the deteriorating nature of their army after turns 8-10 perhaps even likely) to avoid.




heliodorus04 -> RE: Lvov Pocket exploit - Q for developers (9/22/2011 11:35:57 PM)


quote:

ORIGINAL: PeeDeeAitch

heliodorus, you make a lot of assumptions couched as facts that are not born out all the time. Players have made huge Kiev pockets, not all players run to the Dnepr bend, nor do all do such things as send a front to Leningrad. I understand, this is called "overplaying your hand" but it does make it a bit less insightful.

While we have seen a lot of players cut and run as the Soviets, the more experienced know this is not the best play. While it is in the interest of the Soviet players to avoid large encirclements, it is not always possible (and given the deteriorating nature of their army after turns 8-10 perhaps even likely) to avoid.


I make assertions, not assumptions. My assertions have the weight of multiple AARs to back them up, and I could cite them if necessary.

In 1.04, bagging all that crap in the Lvov pocket had no noticeable effect on Soviet players' ability to bash the hell out of the German army as soon as 1942. So I would like to assert that the Soviet players are doing nothing more than whining. Even losing all those "elite, best of the best" Soviet force, Soviets were crushing Germans far faster than history.

If people want to discuss the Lvov pocket's effect on 1.05, let's wait for at least 10 AARs to get to 1942, and then we'll parse the data.

This is a non-problem problem, or at least it was under 1.04. Complaining about it makes Soviet players look foolish, IMO. I don't know why it would be a bigger problem under 1.05, but I'm willing to listen.




PeeDeeAitch -> RE: Lvov Pocket exploit - Q for developers (9/23/2011 12:52:02 AM)



quote:

ORIGINAL: heliodorus04


quote:

ORIGINAL: PeeDeeAitch

heliodorus, you make a lot of assumptions couched as facts that are not born out all the time. Players have made huge Kiev pockets, not all players run to the Dnepr bend, nor do all do such things as send a front to Leningrad. I understand, this is called "overplaying your hand" but it does make it a bit less insightful.

While we have seen a lot of players cut and run as the Soviets, the more experienced know this is not the best play. While it is in the interest of the Soviet players to avoid large encirclements, it is not always possible (and given the deteriorating nature of their army after turns 8-10 perhaps even likely) to avoid.


I make assertions, not assumptions. My assertions have the weight of multiple AARs to back them up, and I could cite them if necessary.

In 1.04, bagging all that crap in the Lvov pocket had no noticeable effect on Soviet players' ability to bash the hell out of the German army as soon as 1942. So I would like to assert that the Soviet players are doing nothing more than whining. Even losing all those "elite, best of the best" Soviet force, Soviets were crushing Germans far faster than history.

If people want to discuss the Lvov pocket's effect on 1.05, let's wait for at least 10 AARs to get to 1942, and then we'll parse the data.

This is a non-problem problem, or at least it was under 1.04. Complaining about it makes Soviet players look foolish, IMO. I don't know why it would be a bigger problem under 1.05, but I'm willing to listen.


quote:

What about the fact that Kiev's 600,000 prisoners is never going to happen?


Assumption - I can give you off the top of my head 3 1.04 AARs/Games that had Kiev Pockets. Pelton had perhaps the largest, what looked to be 100+ divisions in his entire marshes across to Bryansk Pocket. I pocketed 50+ divisions against Pawlock, Tarhunnas had similar large pockets. You assert a totality that does not exist, it is an assumption. I expect the counter to be "those were against poor players," but yet I bagged 30+ in my AAR against JAMIAM around Kiev. It is possible, with good play against good players.

quote:

1) Half of the Soviet AARs I see still advocate taking the strong units from SW front and railing them north towards Leningrad on Turn 1. If you guys end up stealing more advantage from the Axis via this unctuous whining about the Soviet not moving first on Turn 1, I want all rail prohibited of Soviet units west of the Dnepr for the first 3 turns. You f@ckers can stand and fight all along the front like Stalin expected.


And oddly enough those AARs show poor play and losing by the Soviets. It is when they tighten up, slow down the Axis, and actually defend that they are not sliced up. You make the mistake of assuming that numbers is the deciding factor, when in reality it is the results. Against a new Axis player, running is wonderful as they do not know how to handle their army. But even a relatively new Axis player with a few games under their belt can bust this.

quote:

2) We all know that no matter what changes you make to TUrn 1, Soviets are going to run to Kiev and D-town as fast as they damn-well can, no matter how many pop centers there are there, and the Germans will be denied what they accomplished in the first 8 weeks of the war. So start planning how you're going to take something away from the Soviets while you're busy trying to ensure the Germans can't actually you know, challenge you.


Again, they lose. See my AAR against JAMIAM (yes, the one where I did make a Kiev Pocket) to see how a determined defense in the Ukraine will bleed the panzers white, and make any "last 6 turns" of the season dash impossible.

.
.
.
In short, you make assumptions based on a totality that is rather bellicosely stated, one which uses combative language to assert the authority of your argument. However, there are examples that show you to not be always correct, and therefore you are left with misstated positions and that combative language, a far weaker place from which to argue.

While raising issues and concerns does good work, claiming things as absolutes does not. I understand the nature of the internet is to do such, and the language follows: combative, over-assertive, and at times mean spirited. This does little good in actually figuring out the problems and the solutions unless one is to believe they have all the answers and just need the idiots reading the posts to understand.

There is no ill will in this post. There is a call for a reasoned, calm, and thought out process in which to discuss such things. Many times, upon reflection, there are better ways to hash out a point. Even on the internet.




heliodorus04 -> RE: Lvov Pocket exploit - Q for developers (9/23/2011 1:03:58 AM)

What you describe as bellicose is passion, and as you refuse to state directly: a sometimes penchant for being right.


There are opinions.  Ours differ. I'm not one of your students, professor. You don't get to mark me down because you dislike my tone.




LiquidSky -> RE: Lvov Pocket exploit - Q for developers (9/23/2011 3:36:07 AM)

quote:

ORIGINAL: heliodorus04

What you describe as bellicose is passion, and as you refuse to state directly: a sometimes penchant for being right.


There are opinions.  Ours differ. I'm not one of your students, professor. You don't get to mark me down because you dislike my tone.




Well from what I can see is that there is a problem in the opening south moves, and that by pointing at other problems you are just trying to misdirect. Do you think that it is perfectly okay for the Russian southern army to be carved up like it was the North in a week or two? That there is no problem at all?

The trouble is, the closer you are to the start of a game, the easier it is to detect ahistorical anomalies. The longer a game goes on, the farther you drift from the 'center-line' of history. So looking at the Kiev pocket of September is disengenious at best, as games will have evolved by then.

So how about you come back to the topic and discuss why you think the Russian Southern Front would collapse quickly if only the Germans used a couple more panzer divisions?

To use your tag line at the end...is it historically plausable?




Wild -> RE: Lvov Pocket exploit - Q for developers (9/23/2011 3:48:45 AM)

I know your comment was not directed at me, but i think that if the Germans used an extra Panzer Corps and headed to the Rumanian border the destruction in the south would be PLAUSIBLE. Whether it would have happened that way we will never know.




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