CapAndGown -> RE: Soviet Strategy (3/15/2021 6:23:07 PM)
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ORIGINAL: loki100 You'll find this all over the design. A lot has been abstracted, the whole Soviet factory evacuation routines you can basically ignore, you have to deal with the consequence of disrupted production but have no real agency. Equally, while the Soviet player has a degree of choice about which units to order to be built, they have much less control over the production of the component parts. Perhaps unsurprisingly, I dislike the new factory management system as well. I think it should be a perfectly viable strategy (and in this case it really is strategic, not operational) to try to deprive the Russians of the manufacturing centers. Personally, I think Hitler had it right and Halder had it wrong. Moscow, while important was not as important as the Ukraine with its vast resources and manufacturing base. Yes, most of it got away, but it was a valid target. I guess my biggest complaint here is that the Soviet has absolutely zero control over his manufacturing base. This makes no sense: I can set the altitude of every squadron on the front but I can't decide to stop producing some crappy plane like the U-2VS that is gobbling down valuable resources that might be better spent on making bullets? I am not asking to be able to shift production from one type of output to another. I am not asking the turn a T-60 factory into an IL-2 factory. But I would like the ability to either have a factory produce or not. Otherwise, if all I get is the end product, why have the factories in the game AT ALL??? Just give me the end product, either tanks, planes, fuel, bullets, rations. With zero ability for the German or Russian player to effect the production system it should just be taken out of the game altogether as irrelevant. Which brings me back to my objections to the VP system that focuses on game objectives rather than strategic objectives. Right now in my Soviet game I am starting to run into issues will supply. At least in that game I have the ability to turn off a factory by evacing it. That way I don't end up spending all my supply on T-34s that I don't have a use for at the moment and can concentrate on producing bullets and entrenching tools instead. Which bring up something about WitE1 that I would like to see fixed before the game is completely abandoned and I hope does not show up in WitE2. In WitE1 rail capacity is determined by the number of railyards you control. So as the Germans capture more and more railyards, your rail capacity goes down and down and down. In other words, your ROLLING STOCK apparently doesn't roll at all and just sits there waiting to be captured. This is the exact opposite of what happened. As the Germans captured more and more territory their rolling stock did not increase to meet this new extension of the number of miles it needed to service, meaning turn around time was constantly decreasing. Meanwhile, as the Soviets lost territory the number of miles their rolling stock (which, surprise, they did evacuate) had to service went down, which meant they had more rolling stock per mile, meaning faster turn around times. I sincerely doubt this will be a problem in WitE2, but it is glaring design error in WitE1 and should be fixed before the is game is dropped altogether.
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