Gunnulf -> RE: The Screams of the deceased Soldiers, HLYA(G) vs Gunnulf(S) (5/3/2021 11:08:06 PM)
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Thats the problem though, if the Axis can drive 700miles from the border to lake ladoga in 4 turns, and romp a dozen + mechanised divisions through the swamps and forests at full speed, or at best along 2 decent roads then you'll never be able to get enough to prevent Leningrad being cut off as in fact you have 3 soviet turns to prevent it and the first is arguably pretty much a write-off to get anything organised. Regarding blocking the road network in order to slow the advance Pskov was still holding at end of turn 3 so that road wasn't in play and looking at the screenshot from the end of turn 3 there is a single road in play to support the logistics of at least 9 divisions 170 miles from the last friendly hex, with plenty of regiments 50 miles branched off from that single road, but nothing is slowing them down. That would make the NVA blush with their efforts on the Ho Chi Minh trail! Maybe its partly the player has the hindsight that none of these forests and swamps contain ambushes and surprises that can't be brushed aside but my main point is either which way the tempo of advance should be unsustainable both due to congestion, and terrain. At some point sheer numbers becomes a liability in this respect. Bit late to the party to implement a whole new mechanism but seems to me friendly units should almost create a self inflicted 'interdiction' as they pass through a hex which might work as some limiting factor to the rampage, but either which way I really feel something needs to be looked at to make the tempo of advance somewhat more realistic as currently it looks way way out of whack to me. The Axis should of course be relentless at the start, but not driving mario carts. I'm sure its possible to get it vaguely right while still giving the Axis player plenty of options to try different strategies.
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