rmeckman -> RE: Some observations after a few Soviet and German games (9/17/2021 7:27:56 PM)
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ORIGINAL: ToxicThug11 I have played over seven games now, and I have six more ongoing. These are all 1941 Grand Campaigns. I think Assault HQs are too strong. For the Soviets, you are able to concentrate your best leaders and artillery under an Assault front. This results in a situation where it is near impossible to push Leningrad or Moscow, without unreasonable losses. All of my games have ended in 1941. With one opponent declaring his situation hopeless. I also noticed there is a tendency for players to stack all of their infantry under the Panzer assault HQs, which results in a silly situation where most of the infantry ends up being led by Panzer Groups. I think there could be a few solutions to this that dont end up in overnerfing or overbuffing one side. 1. Soviets should only be allowed to make one Assault HQ in December 1941 2. Perhaps a reasonable nerf to Soviet AP points 3. Perhaps some minor buffs to the Axis minors to make them more formidable and to prevent the game being over 1941 I love the game and I am really enjoying it. Just wanted to share some observations. I’m still perplexed about where all the additional command point capacity associated with Assault HQs is coming from. In 1941 a nominal Axis army with three corps has a command capacity of 27 for the army and 3*9 = 27 for the corps, for a total of 54 CPs. By designating this army as an Assault HQ, the capacity of the army jumps to 45 and the three corps combined get 36, for a total of 81 CPs. With the current rules, the Axis is able to create an army’s worth of command capacity (81-54 = 27 CPs) nearly instantaneously at the cost of a 10-admin-point memo from OKH. The numbers differ for the Soviets, but they also get “free” command capacity from assault HQs. Realistically, the main way either side could add command capacity to Assault HQs would be to strip it out of other HQs. The need to weaken other HQs when creating Assault HQs could be an interesting game dynamic.
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