Tom Hunter -> Soviet T9 South (11/23/2013 1:50:00 AM)
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In the South Sapper is 38 hexes from his rail, I pulled back, and the turn is pretty quiet. I’m pulling units out of the Crimea as their TOE gets full, and slotting in new units, using the quiet front to fill them out while maintain the appearance of a stronger army than I actually have. So far that has kept Sapper away, which is fine by me. T9 10 arm from Tula to Izhevsk then 6 more, which used up my rail for the turn. I’m getting the impression that the optimal moves are 10, then 7, then 4 because they create the smallest rounding losses. The Red Army is up to 4.1 million men, holding steady at 40000 guns, has 3518 tanks and 5300 planes. The Germans are fielding 3.3 million men and losses this turn were pretty low all round. As I play the game, learn it, and read the AARs and comments, I think the big undiscussed item is the victory conditions. They are not designed around the real political objectives of the commanders, two of which were: 1) If you are Soviet, attack if at all possible 2) If you are German, never retreat Failure to follow these resulted in being sacked or shot, which is certainly a personal defeat if you are a general. There were many other things that could be factored in as well. A game as sophisticated as this should not have such simple one dimensional victory conditions, it makes designing everything else harder. [image]local://upfiles/14870/5B6E90944F4A40FCB99549B976D14B80.jpg[/image]
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