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RE: Late War Command and Control - 3/4/2010 8:31:54 PM   
Obsolete


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I will finally add my own 2 cents here, about those wanting super-realism.

I find this such a paradox.  Even the best axis generals could not magically predict future events such as the reccord breaking weather, etc.  And since the best of the best couldn’t, why on earth should I, measily nerd-player, be able to have such paranormal insights?  

Yet these people arguing for super-realistic scenarios, refuse to see that they themselves are turning things into unrealism right off the bat.

War is full of unknown variables.  If only the Spanish Armada knew how the weather was to turn out that fateful trip, we’d not be speaking English today.  

If only the Canadians at their disaster of Deippe could have a second go at it, once discovering all the problems with the terrain, etc.  Well, I am sorry but battles just don’t work that way.  It is usually a one-shot deal, and you can’t change mother-nature when the dice rolls don‘t go your way.

I always get a kick when I see game-play statements such as “Purchase proper vehicles for the long winter battles ahead”, “hunker down for the long seige of so & so”…  Contrary to the fact that those outcomes were certainly not expected at the time.  And then to hear how so & so game is the ultimate REALISTIC game, since the events are such historically accurate.

Besides, I have no interest in ever playing Stalingrad maps if I know I am going to WIN or LOSE every time.

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RE: Late War Command and Control - 3/4/2010 9:08:55 PM   
Theng

 

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I find this whole "ahistorical" argument pretty falacious. If you want to remove non-historical options from the game then it turns into a video of what historically happened because Hoepner can't attack North because historically he attacked South. Replaying history without the variation is much better done by Hollywood than Matrix Games.

I play these games because they start from a historical starting point and then becomes completely ahistorical due to the choices I have. The game, and yes it is a game, becomes the more interesting the more latitude I have without taking into account the idiosynchrasies of the respective leaders.

In short, the above poster Obsolete is correct. I want to have a chance to change history, not relive it. Even in the movie Groundhog Day one had a chance to change things and have a different outcome.

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Post #: 32
RE: Late War Command and Control - 3/5/2010 1:32:30 AM   
Pford

 

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quote:

Morale reflects that in the game. German morale goes down as the war goes on, and Soviet morale goes up. Morale effects so much in battle results...


Unless I'm misunderstanding, this seems like an artificial overlay. Did you mean net German morale goes down as the war grind attrits the elite formations? Many of the greener units fought fanatically at the end. And why should Soviet morale go up, unless this represents accrued experience?

If there's such a thing as Global Morale in the game the primary effect might be on the growth and proliferation of Partisans. These groups tended to grow in numbers and intensity as German fortunes ebbed. In the East and the West.

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Post #: 33
RE: Late War Command and Control - 3/5/2010 8:46:32 AM   
Phenix

 

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I just think that morale which has alot of influence on combat should have some relation to the amount of victory points you have captured/lost.
It just seem strange that if Germany does better than historically and captures Leningrad, Stalingrad  and Moskva, suddenly they get war weariness ,because a paramter is coded in the game that states that by May -42 German Morale will be lowered by xx, it somehow should have some relation to how just that game is unfolding.

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Post #: 34
RE: Late War Command and Control - 3/5/2010 9:10:25 AM   
freeboy

 

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this issue should be addressed

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Post #: 35
RE: Late War Command and Control - 3/5/2010 10:39:01 AM   
paullus99


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Something to consider - the US was in the war for a shorter period of time, loss less people & was winning most of the time, but by 1945 the US public was more than eager to get the troops back as quickly as possible (Operation Flying Carpet).

And the troops in Europe weren't real happy about the possibility of shifting over to Japan, once Germany was defeated - so war-weariness is just an applicable, such as "why can't we just win this thing already & bring the troops home," even if Germany is winning the war.

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Post #: 36
RE: Late War Command and Control - 3/5/2010 11:58:36 AM   
Phenix

 

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well ok, but it still isnt really comparable, the US forces fought on another continent than their own, their homes wasnt directly in danger as is was for the russians or for Germany.

regarding shifting theatres, its understandable, but Germany and the Russians where locked in the same struggle for 4 years , so i dont think you can compare it to fighting in Italy only to be transfered to the pacific.

There goals where pretty much the same all the time on the eastern front win or get your country destroyed.
The US never really faced that same situation.
So if by taking Stalingrad , Leningrad and Moskva already in -42 (somehow) then the morale should go up if anything, not down, because they will face a shorter war than expected (or as short as hitler expected...)

Same thing for the russians, if they see that the big bad Germans dont get anywhere there morale might raise sooner rather than later.




< Message edited by Phenix -- 3/5/2010 12:00:31 PM >

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RE: Late War Command and Control - 3/5/2010 1:11:13 PM   
jaw

 

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quote:

ORIGINAL: Phenix

I just think that morale which has alot of influence on combat should have some relation to the amount of victory points you have captured/lost.
It just seem strange that if Germany does better than historically and captures Leningrad, Stalingrad  and Moskva, suddenly they get war weariness ,because a paramter is coded in the game that states that by May -42 German Morale will be lowered by xx, it somehow should have some relation to how just that game is unfolding.


There appears to be a bit of confusion about the concept we call in the game, National Morale. This term was probably a poor choice of words since it implies the fighting spirit of the soldiers when in fact what it is describing is a much broader set of factors that shape the combat capability of a unit. The biggest influence on National Morale is the quality and length of training that troops receive. German National Morale erodes during the game not because the German people were becoming war weary but because the Germans kept reducing the training period and broadening the recruitment pool to produce the replacements necessary for the front.


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Post #: 38
RE: Late War Command and Control - 3/5/2010 4:35:56 PM   
freeboy

 

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ok... war wearines goes both ways. .to pre program things like supply morale other intangibles not connected is fine.. BUT we should have a choice to ammend these..
If the red army is gettign its butt kicked but has a prediposed bump up in qaulity/ morale etc not tied to on board issues this MUST be able to be addressed by modding.. If you say this happened therefore that mus thappen you straight jacket the forces on either side
IMO

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Post #: 39
RE: Late War Command and Control - 3/6/2010 4:51:06 PM   
Pford

 

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quote:

Eliminating any influence of either Hitler or Stalin from the CinC makes the game non-historical.


Hitler's meddling in the war got worse as time went on, often down to the small unit level. Stalin eventually learned, through hard experience, to trust his generals. Stalin's most egregious errors had already been committed before the invasion; namely the officer purges and the forbidding the forces in Poland and the other border regions to actually adopt an posture of aggressive defense, for example dispersing his formidable amour assets so as not to provoke the Germans. These allowed the vast 1941 encirclements and the destruction of the Soviet air force. But Stalin also aggravated a dire situation with his premature counter-offensives and contributed to the massive pocket at Kiev by issuing his 'not one step backwards' order.

One could argue that Hitler and Stalin cancelled each other out. Nevertheless their impact was huge.



< Message edited by Pford -- 3/6/2010 5:09:43 PM >

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RE: Late War Command and Control - 3/6/2010 5:20:43 PM   
ComradeP

 

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quote:

The biggest influence on National Morale is the quality and length of training that troops receive. German National Morale erodes during the game not because the German people were becoming war weary but because the Germans kept reducing the training period and broadening the recruitment pool to produce the replacements necessary for the front.


I'm still not entirely comfortable with automatic decreases in quality through the TOE, if that's really what the game does.

If the Axis don't take the historical amount of losses, which should be quite possible, they will end up with a lot of equipment and manpower in the pool.

An example: the game automatically switches German infantry TOE's to a new Welle every few years, as those Welle are introduced. That means the infantry strength will go down from 17.500-15.000 for early war divisions to divisions that are lucky if they can muster 10.000 troops. It has already been described that divisions can have more men than their TOE when it changes, but that won't change the TOE itself.

Let's say the Germans are doing fine and not taking millions of losses, nor are they losing whole divisions. An infantry division with a maximum paper strength of 15.500 men will convert through TOE to an infantry division with a strength of, say, 12.000 men. The division still has 15.500 men at that point until it starts taking losses. Unless I misunderstand the TOE system, unless the division loses 3.500 men/an equipment category goes below 100%, the unit won't get replacements.

Let's say the infantry division normally gets about 100 replacements/turn, which is a low figure. The replacements will stay in the pool as the division is above 100%. It doesn't sound so bad for a single unit, but now imagine 100 infantry divisions are above TOE strength. You have 10.000 men stuck in the pool every turn, because the TOE won't support larger units.

The main problem is that using historical TOE's for a game that will by default not follow history can cause all kinds of problems if the TOE's are fixed. The player also doesn't get to choose between: do I want bigger divisions or do I want more divisions, but they'll be forced to follow Hitler's fascination with having lots of divisions on paper which are all fairly weak. Hitler wanted more with less, but predictably got less with less. On the other hand, Soviet divisions will continue to grow in size.

The issue also applies to the kind of equipment: as the TOE's switch, German infantry formations will get a bicycle/foot Fusilier unit instead of motorcycle recon. It should in that case be possible to have a pool full of motorcycle recon units with nowhere to go. Panzer divisions automatically lose a Panzer battalion, and so on.

< Message edited by ComradeP -- 3/6/2010 5:25:04 PM >

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RE: Late War Command and Control - 3/6/2010 9:57:36 PM   
USSLockwood

 

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It will not be historic, therefore unrealistic, if the shattered remnants of the Whermacht are able to zip around the map like Porsches as the Red Army crosses the Vistula. Look at all the encirclements the Germans suffered after Kursk. The Soviets had become much more nimble and the Germans, due in part to Hitler's interference, had become much less so.

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Post #: 42
RE: Late War Command and Control - 3/6/2010 10:09:02 PM   
Obsolete


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Well, I do hope this doesn't turn out into a similar situation that reminded me of that last Colonization fiasco by Firaxis.  Just about anything you did that actually would IMPROVE your chances of winning, like doing anything to build a stronger colony, the game would scale the opposing side so you got no-where, or actually even more behind.

That was the most broken game (mechanic wise) I think most of us had ever had.  I wont even get into all the crazy exploits and other bad mechanics.  Let's just say I removed that PoS from my system pretty fast after release and will never touch that milking-product again.




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RE: Late War Command and Control - 3/6/2010 10:16:46 PM   
Helpless


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Small clarifications. Exiting units are not suffering any decrease (or increase) of morale or experience, because of National morale fluctuations. If you able to minimize (or maximize) your losses your units can look as good (or bad) as they were. National morale is just describing the "natural" limit your morale and experience can grow without any fighting experience. All elite units have morale and experience boost.

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RE: Late War Command and Control - 3/7/2010 2:48:30 PM   
ComradeP

 

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quote:

It will not be historic, therefore unrealistic, if the shattered remnants of the Whermacht are able to zip around the map like Porsches as the Red Army crosses the Vistula. Look at all the encirclements the Germans suffered after Kursk. The Soviets had become much more nimble and the Germans, due in part to Hitler's interference, had become much less so.


You're assuming there will be "shattered remnants of the Wehrmacht", which really doesn't have to be the case, hence my post/problem with the TOE system if it works like I'm assuming it works based on earlier posts.

I doubt many players would try a Kursk, attack the enemy where he's strongest, because it would simply sacrifice men for nothing. Likewise, I also have some reason to doubt most players would launch Fall Blau. The post-Kursk disasters for the Wehrmacht were the result of Hitler's policy and simply not having enough men and equipment. Although the quality of the equipment increased, that didn't have the effect it could have because the regiments/divisions were becoming smaller.

quote:

If you able to minimize (or maximize) your losses your units can look as good (or bad) as they were.


But in the German case they'd still eventually become less strong because their TOE changes, right? At least, that's what I thought I could deduce from something jaw or someone else involved with the project posted a while ago.

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RE: Late War Command and Control - 3/7/2010 6:00:23 PM   
HMSWarspite

 

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I assume there will be some win criterion during the game (as opposed to the end, i.e. if the Axis capture so many cities, or inflict so many losses on the Red Army at any time they win). Most of these worries will then be academic. If the Germans have not won by 1943, and they have still got an army where they could sustain the old TOE it must have been a remakably quiet game! I think people are worrying unnecessarly...

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RE: Late War Command and Control - 3/7/2010 6:55:15 PM   
Great_Ajax


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TO&Es are always a reflection of the needs of the time and I understand fully that if the Germans had been more successful that those TO&E changes would have been different. But how would you model these potential what if TO&Es? What if the Soviets do worse in your game than they did historically. How would the game model these potential TO&E changes? Who is the smart guy that is going to figure out a new and hypothetical TO&E for every possible historical outcome and then manage how the game switches and then test them out, etc. Eventually, you are going to have to make this game and develop some concrete goals to get this game published and tested and you are going to have to compromise and balance realism, historical correctness, and playability for a game that a broad band of people will be willing to pay and play this game. I see a lot of people focusing on narrow aspects because x feature isn't included or that x isn't modeled correctly but when you see the final product, I think most everyone will be satisfied. In the production process, you have to make those compromises or you end up with an unplayable spreadsheet.

Trey

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Post #: 47
RE: Late War Command and Control - 3/7/2010 7:49:09 PM   
ComradeP

 

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quote:

If the Germans have not won by 1943, and they have still got an army where they could sustain the old TOE it must have been a remakably quiet game! I think people are worrying unnecessarly...


That depends, you don't need a quiet game not to lose the historical amount of men. Remove most of the casualties of the 1941-1942 winter offensive (halt early, dig in and prepare), the losses at Stalingrad (the Axis were there by choice and due to Hitler, not out of any strategic need, simply don't go there unless you have the men to guard the flinks) and those at Kursk (never attack where the enemy is strongest and expecting you) and by removing the losses of those battles alone the Axis would be in a much better shape. Heck, the minor Axis would still have their armies in that case. The Axis player can and should take care of his men.

quote:

TO&Es are always a reflection of the needs of the time and I understand fully that if the Germans had been more successful that those TO&E changes would have been different. But how would you model these potential what if TO&Es? What if the Soviets do worse in your game than they did historically. How would the game model these potential TO&E changes? Who is the smart guy that is going to figure out a new and hypothetical TO&E for every possible historical outcome and then manage how the game switches and then test them out, etc. Eventually, you are going to have to make this game and develop some concrete goals to get this game published and tested and you are going to have to compromise and balance realism, historical correctness, and playability for a game that a broad band of people will be willing to pay and play this game. I see a lot of people focusing on narrow aspects because x feature isn't included or that x isn't modeled correctly but when you see the final product, I think most everyone will be satisfied. In the production process, you have to make those compromises or you end up with an unplayable spreadsheet.


It's a problem other games have provided a practical solution for, which is why I think it shouldn't have to be in this game. TOAW gives a pretty good example of how it could be done: simply include both equipment categories, the old and the new.

For starters, many Soviet divisions start Barbarossa (seriously) understrength. The wrong way to handle that situation is to take the average strength of all those Soviet divisions and turn that into their 1941 TOE. The right way would be to take their allowed paper strength TOE. Even if the Soviets would not lose as many men as they did in real life, their command and control difficulties would still mean that the size of a Corps wouldn't change all that much. Besides, the Soviet player already gets to build his own divisions.

For the Axis, the mid-late war TOE problem seems to be fairly easy to solve in the same way TOAW solves it: include the old TOE equipment in the new TOE as long as it isn't outdated or if there's a logical reason why it shouldn't be there (such as foot infantry in a division that upgrades to a motorized/mechanized unit).

Note that I'm not asking for ahistorical TOE's, I'm only talking about the downsides of forcing a downgrade in TOE on the player.

Two examples:

In a mid-late war infantry unit, allow both motorcycle and leg/bicycle recon. If the player still has motorcycles in the pool, he'll be able to use them. If not, infantry recon elements will switch to foot/bicycle Fusilier battalions. Likewise, allow infantry divisions to draw enough infantry replacements to create early war size battalions (maximum strength of 800-900 men/battalion), instead of forcing the player to end up with ~600 men regiments.

In a mid-late war Panzer division, allow a tank strength of around 150 tanks (mostly medium), or two battalions of about 75 tanks as in real life.

That way, the Axis player wouldn't have to look at all kinds of equipment sitting in the pool because the TOE doesn't support them. Similarly, obsolete equipment could be "send" to minor Axis partners by a change in their TOE.

That would keep the game mostly historical without forcing a disadvantage on the Axis.

< Message edited by ComradeP -- 3/7/2010 7:59:45 PM >

(in reply to Great_Ajax)
Post #: 48
RE: Late War Command and Control - 3/7/2010 8:37:13 PM   
Great_Ajax


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Thats a good point you make, Comrade. I would like to see what the equipment pool looks like once we are able to run a campaign scenario past a year. I agree that 1500 Mk-III tanks sitting in an equipment pool could be used by somebody whether its the Germans or one of their allies and maybe some open equipment slots could keep that equipment used in the war effort. I'll keep my eye on this one but I don't think we are at a point to evaluate any changes yet.

Trey


quote:

ORIGINAL: ComradeP

quote:

If the Germans have not won by 1943, and they have still got an army where they could sustain the old TOE it must have been a remakably quiet game! I think people are worrying unnecessarly...


That depends, you don't need a quiet game not to lose the historical amount of men. Remove most of the casualties of the 1941-1942 winter offensive (halt early, dig in and prepare), the losses at Stalingrad (the Axis were there by choice and due to Hitler, not out of any strategic need, simply don't go there unless you have the men to guard the flinks) and those at Kursk (never attack where the enemy is strongest and expecting you) and by removing the losses of those battles alone the Axis would be in a much better shape. Heck, the minor Axis would still have their armies in that case. The Axis player can and should take care of his men.

quote:

TO&Es are always a reflection of the needs of the time and I understand fully that if the Germans had been more successful that those TO&E changes would have been different. But how would you model these potential what if TO&Es? What if the Soviets do worse in your game than they did historically. How would the game model these potential TO&E changes? Who is the smart guy that is going to figure out a new and hypothetical TO&E for every possible historical outcome and then manage how the game switches and then test them out, etc. Eventually, you are going to have to make this game and develop some concrete goals to get this game published and tested and you are going to have to compromise and balance realism, historical correctness, and playability for a game that a broad band of people will be willing to pay and play this game. I see a lot of people focusing on narrow aspects because x feature isn't included or that x isn't modeled correctly but when you see the final product, I think most everyone will be satisfied. In the production process, you have to make those compromises or you end up with an unplayable spreadsheet.


It's a problem other games have provided a practical solution for, which is why I think it shouldn't have to be in this game. TOAW gives a pretty good example of how it could be done: simply include both equipment categories, the old and the new.

For starters, many Soviet divisions start Barbarossa (seriously) understrength. The wrong way to handle that situation is to take the average strength of all those Soviet divisions and turn that into their 1941 TOE. The right way would be to take their allowed paper strength TOE. Even if the Soviets would not lose as many men as they did in real life, their command and control difficulties would still mean that the size of a Corps wouldn't change all that much. Besides, the Soviet player already gets to build his own divisions.

For the Axis, the mid-late war TOE problem seems to be fairly easy to solve in the same way TOAW solves it: include the old TOE equipment in the new TOE as long as it isn't outdated or if there's a logical reason why it shouldn't be there (such as foot infantry in a division that upgrades to a motorized/mechanized unit).

Note that I'm not asking for ahistorical TOE's, I'm only talking about the downsides of forcing a downgrade in TOE on the player.

Two examples:

In a mid-late war infantry unit, allow both motorcycle and leg/bicycle recon. If the player still has motorcycles in the pool, he'll be able to use them. If not, infantry recon elements will switch to foot/bicycle Fusilier battalions. Likewise, allow infantry divisions to draw enough infantry replacements to create early war size battalions (maximum strength of 800-900 men/battalion), instead of forcing the player to end up with ~600 men regiments.

In a mid-late war Panzer division, allow a tank strength of around 150 tanks (mostly medium), or two battalions of about 75 tanks as in real life.

That way, the Axis player wouldn't have to look at all kinds of equipment sitting in the pool because the TOE doesn't support them. Similarly, obsolete equipment could be "send" to minor Axis partners by a change in their TOE.

That would keep the game mostly historical without forcing a disadvantage on the Axis.



_____________________________

"You want mercy!? I'm chaotic neutral!"

WiTE Scenario Designer
WitW Scenario/Data Team Lead
WitE 2.0 Scenario Designer

(in reply to ComradeP)
Post #: 49
RE: Late War Command and Control - 3/7/2010 8:51:42 PM   
HMSWarspite

 

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quote:

ORIGINAL: ComradeP

That depends, you don't need a quiet game not to lose the historical amount of men. Remove most of the casualties of the 1941-1942 winter offensive (halt early, dig in and prepare), the losses at Stalingrad (the Axis were there by choice and due to Hitler, not out of any strategic need, simply don't go there unless you have the men to guard the flinks) and those at Kursk (never attack where the enemy is strongest and expecting you) and by removing the losses of those battles alone the Axis would be in a much better shape. Heck, the minor Axis would still have their armies in that case. The Axis player can and should take care of his men.


Ah - the Germans dont make their mistakes but the Russians do...
If the Germans dont fight the battles, neither do the Russians, they dont lose the territory, the populations, the losses on the Russian side were horrendous. And by Kurzk it was all over bar the shouting anyway... However that is all detail, the point I was trying to make isn't that it isn't an issue, just not the be all and end all...



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Post #: 50
RE: Late War Command and Control - 3/7/2010 10:33:03 PM   
ComradeP

 

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quote:

Ah - the Germans dont make their mistakes but the Russians do...
If the Germans dont fight the battles, neither do the Russians, they dont lose the territory, the populations, the losses on the Russian side were horrendous. And by Kurzk it was all over bar the shouting anyway... However that is all detail, the point I was trying to make isn't that it isn't an issue, just not the be all and end all...


The Soviets didn't have much of a choice, as the quality of their forces and tactical doctrine was so low before 1944 compared to the Germans that they would always be taking horrible losses. The Soviet defeats were a lot more likely to happen from a military perspective than the German ones, which usually came down to Hitler meddling with military strategy, not tactical incompetence. In the game, both sides probably won't make the historical mistakes, but that doesn't change that such a situation would favour the Germans more than the Soviets initially.

The Soviets will lose most or all of the Ukraine and probably everything west of Leningrad and Vyazma because they have little means to hold it. The Soviets will take heavy losses because they were not properly prepared for the kind of war they were fighting. You forget that the Germans have a choice to fight a battle or not in most cases, as they're the invaders. The Soviets don't have much of a choice as it's their country. If they don't find, they lose territory.

(in reply to HMSWarspite)
Post #: 51
RE: Late War Command and Control - 3/8/2010 8:41:53 PM   
HMSWarspite

 

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Yes, but the Germans lost 11% of their eastern front forces killed (20% total casualties) in the first 6 months (i.e. before the first of the issues raised) - see the AAR thread. If they had stopped there and waited for the Siberian divisions, they would have been in a better position, but they are still going to get a wall dropped on them... and the Russians have more time to evacuate, train etc. The Germans are not going to be able to maintain their initial TOE, the only debate is by which date...


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