*Lava* -> RE: Lvov Pocket exploit - Q for developers (10/12/2011 12:15:56 PM)
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On the one hand we have folks saying the Germans move too quickly and on the other we have folks who say the Sovs just don't put up much of a fight. I agree with both. I have tried to address how you fix that problem and my view is that much can be done by changing the way routing works. By allowing/forcing the Axis folks to "attack" routed units you slow them down as they expend movement points. Let us take AGS for an example. If the initial attacks on the Soviet line leave routers all over the place (not just in tidy little groups), these folks will get in the way of the Panzers and must be attacked if you want to try a Lvov type maneuver. Forcing the Axis player to expend movement points slows them down, very possibly to the point of being unable to close the pocket. Who knows, depends on how much the Axis player is willing to divert to the south, I would imagine. The same can be said for AGC. The Germans weren't at Minsk in 3 days. They arrived there on the 27 of June... that is turn 2 plus 1 day. As it is, if I bypass Minsk altogether I can almost make it to Mogilev by turn 2. [X(] And once again my hypothesis is if you scatter the Sov routers more randomly and even have some break up into regiments, they will force the Axis player to expend movement points and the advance will actually slow towards more historic gains. By reducing the distance that units rout you encourage an "across the board" offensive by the Axis player because he will not be tied to this mentality of "I have to pocket everything I can in turn 1 or I'm screwed" mentality. And it will be replaced by a more historic simulation as folks see routers as targets with a big "surrender" sign painted on their backs. As for the Sovs... Well let's remember that evacuation of industry should not be allowed until turn 3... period. Evacuation is not a game play option from the start of the game because evacuation was a reaction to the Soviet army collapse. The Soviet player should have this option begining on turn 3 on a limited basis and as the game progresses that limited basis should slooooowly increase, but the Sov player should never be able to have full access of the rail system to evacuate everything in sight... just not realistic. The Sovs were fighting to the death here. Stalin had given a "fight or die" order and at the same time raising upwards to five new conscript armies per month and moving them onto the line. So let's get a little real with industrial evacuation right off the bat. Perhaps we might find, with much more limited evacuation of industry available to the Sov player, he will, as his historic counterpart, have to fight hard to hold territory, if nothing else to preserve his industrial base. When it comes to Sov movement, they should be moving forward... not backward. And that's why I said cut the Sov movement in half in '41. The Sovs didn't stop fighting after week 1 of the war! And they should be fighting for every square inch of Russian territory. Kiev held out for 1 week... and they were given the honor of being a "Hero City" for that feat. There are no Hero Cities in PBEM. Let's face it, with all the rail capability the Sovs have, they can set up defenses with follow on forces without even having to move off the rail lines, for God's sake. But even if you think it is "insane" to cut Sov movement by half in '41, at least slow down the routers and give the Sov player a reason to fight. Another, and probably better, way to attack the problem is forcing morale checks, similar to a retreat situation caused by combat which could result in routing, on Sov units who withdraw large distances. The vast majority of soviet follow on troops are conscripts, with no experience, training and buffoons for officers. Yet in this game they can be marched about like veterans. They have joined to fight and die for the Motherland... running away should unravel whatever discipline they have. There are ways to bring the game more in line with history without having to always nuke the Axis players, because after turn 2, the initiative really swings to the Sovs as they prepare deep defensive positions which they eventually fall back on. I've throw out a lot of ideas. Maybe some are good and some not so good. But I do it in the spirit of making for a better game. Folks can give me as much sht as they want, doesn't bother me. In sum, the AI puts up a great fight and single player has a real War in the East feel to it and I like it. But the PBEM AARS that I have read for the most part are so removed from history as to make one wonder what war is being fought and put me completely off playing against another person. I would like to play PBEM... but not they way it is setup right now. Cheers, Ray (alias Lava)
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