pzgndr -> RE: Barbarroja - New Wargame - (3/6/2019 12:22:42 AM)
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ORIGINAL: EwaldvonKleist Russian war by Hexwar is crap, good graphics but poor game mechanics. Which is unfortunate, as there are not many operational eastern front games for android. Barbarroja looks interesting if you want to relax a bit playing something not as complicated as WitE. Only thing I miss from reading the manual on their website is that there seems to be no degrading of Axis logistics when moving deeper into Russia or more generally if Axis/Sovs advance quickly? Has someone already bought the game and can comment how that ibfluences the game flow? I played several starts over the weekend covering the first 2-3 turns. Yes, it's possible to game the Axis moves to advance much too quickly. Some observations: 1. You have unrestricted move/combat to allow armies to move/attack to destroy defenders, eliminating the ZOC, and allowing another army to pass through to attack further on. Units only get 1 combat, but they can move, attack, and move some more if they have MP remaining. So, it's possible to take Riga and Minsk on first turn, and seems OK. But... 2. Following the move/combat phase is reinforcement/replacement phase and then rail movement. So Turn 2 reinforcements actually show up in Turn 1, with free rail move. To anywhere. So if you open the rail line to Minsk, those reinforcements can go to Minsk. Plus, you get another 6 rail moves for units on rail lines. Doesn't matter if they already moved/attacked, they get to rail move. To Minsk, for example. 3. Supply is generally OK, but not tied to rail lines, and certainly not tied to rail lines controlled at start of turn. This fails to hamper an Axis advance. You get the idea. IMHO, a few revisions would be helpful. 1. Change the turn sequence. Put reinforcement/replacement first, followed by rail movement, and then followed by move/attack and only for units that did not rail move. 2. Restrict rail movement to only rail lines controlled at start of turn. There's a nice graphic for the front line, but it changes as you move forward. Another static line for controlled areas at start of turn would be nice for reference. 3. Full supply should be restricted to hexes within a limited range of rail lines or hexes controlled at start of turn. It could get more complicated with railroad conversion rules, but Keep It Simple. I was also initially impressed with Russian Front by HexWar, then disappointed by the gameplay, then optimistic that the developers might make some revisions, and then disappointed again when they failed to do anything. WTF? I fear we may be in the same cycle, again. Sure would be nice if someone developed decent computer adaptations of TRC/Russia Besieged, or Afrika Korps, or other AH classics...
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