heliodorus04 -> RE: RELOADS and HQ Build Up (11/30/2011 8:15:36 PM)
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ORIGINAL: Schmart quote:
ORIGINAL: heliodorus04 A sizable majority of game design decisions benefitted the soviet side far more the axis side, and more significantly to my arguments, far more than history did. These game design decisions have nothing to do with historical representation or abstraction (think: basically every division coming back for free in 1941). I don't quite understand why you think that re-building Russian divisions for free is un-realistic. Historically, the Russians did rebuild 90% of destroyed Rifle Divisions, and sometimes had to do it 3 or 4 times over for a single division. What is unrealistic in WitE is the Russian player being able to build his own army any way he likes. It should be a historical OOB, with 75% of units re-built automatically for free (some units the Russians didn't re-build historically, namely Cavalry and Mountain Divisions, and certain armoured formations). Again, the history is completely immaterial to the game design. To create divisions in game, Soviets need AP. For some reason, they have to pay a horrible penalty to build them in the first 20 turns. But then, to get around that 'constraint' in every meaningful way, during the same time period they get baby-sat with the safe knowledge that literally every division destroyed in this period doesn't need to be thought of again. Like hydra-teeth, they sprout up just when they're needed most. Why have BOTH rules in effect? The free-units trump the need to think about the complexities of AP budgeting. If you enforced the mechanic that all units must be created through the expenditure of AP by Soviets. That would require adjustment of APs, to be sure, but the 1-size-fits-all of 50 AP per side throughout the game is another decision that says "throughout the game, both sides' C&C was roughly equal." Clearly that is not how historians view it... Not that I'm invoking history here to help my argument (I will only use history to undermine others' arguments). The Soviets ALSO get to save FURTHER AP in that all these divisions arrive attached to Stavka, and can be seamlessly put into the line with complete efficiency like a NATO 1986 air-lifted defense. This is what I refer to as the double-punishment of Germany. They save AP, and any need to think of strategic tradeoff because they come back for free. They save AP again, without needing to think of strategic tradeoff, that these units can be attached to the closest/easiest/best spot for free (which is further compounded by the fact that Soviet divisions are 1/3 to 1/2 as expensive to transfer between HQs). Soviet reinforcements in 1941 arrive in pristine C2 shape and can be easily slotted in perfect dispersal, perfect layering in depth, perfect organization of command. On the other side of the front line, the side that ACTUALLY trained to seize initiative, to act boldly from corps commander down to unterscharfuehrer, can't move a depleted division from the corps command to its parent army command for Rest and Refit without it costing 3-to-7 AP to move them (or more than 5% of their AP per turn, minimum for 1 division). Corps between armies is worse. And while Flavius and others will say that this is because Germany gets an extra layer of command for die rolls, etc., I say this: It doesn't matter, because the Germans have to pay more in leadership costs and AP costs to maintain that level of Command and Control. Soviets don't have to worry about moving corps between armies (AP savings) or moving divisions within corps (AP savings) or assigning leaders to corps (AP savings). Many game design decisions that might appear to hurt the Soviet Union are undermined by rules or mechanics making up for it, as in the 'punitive cost to create units in 1941' being undermined by 'free units in 1941 for Russia YAY!'. To name another easy one, Soviet national morale is low, but it's far easier to recover morale at rest when your NM is low - bonus!). Meanwhile, Germany's high-morale starting army is hard-coded to pull Germany down regardless of what's happening on the map, in the losses column, or in the pools. Other aspects of game design artificially assign parity to the two armies. The Soviet Union gains that benefit of easy re-assignment of newly arriving units, but Germany cannot HOPE to unwind its command mess in AGC and AGS until 1942. Why, when Germany was at its highest strength, is it forced by artifice to behave on parity with the Soviets? Over and over again, game design shows favoritism to the Soviet side. The ultimate, is of course, unit creation, which I won't even go into, because if you can't readily discern how big an advantage that is, I got nothin for ya.
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