Redmarkus5
Posts: 4456
Joined: 12/1/2007 From: 0.00 Status: offline
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I still feel that key facets of the problem are not related to experience and morale but to other aspects of the model or scenario design. For example: 1. The Soviets are able to evade pockets too easily in '41, if they choose to. Shock and confusion need to be better modelled. Many historical Soviet commanders simply lost all comms with their subordinate units in June '41 and were unable to exercise the control that the game allows. 2. The ability to move troops all over the place and right up to the front by rail (mentioned above) is a real problem. 3. Reserves arriving ready to fight is another. They should be forced to do their battle prep, etc. or suffer massive penalties if thrown directly into combat. Something akin to the "Planning for" feature in WiTP, but stronger, is needed. Expert players have posted that you have to keep attacking every turn to have a chance of winning. This tells me that there are design issues. The east front saw extended periods of relative quiet, running over several months, while preparations were in train for major operations. Apart from the mud turn, these periods seem to be missing. 4. The fact that losing or capturing cities seems to have a very limited impact (except during winter) seriously affects the way the game is played. 5. The non-interdiction of soviet units in transit also adds to the movement problems. 6. The tenacity of many Soviet units, while historical, is excessive when abstracted over a 1 week turn. Units that fought hard for 3 days and then shattered fight hard all week in the game. There is an absolutist feel to combat results and unit retreats - either they hold or they flee, at least in '41. I would like to see more granularity, such as pull back - retreat 2 hexes - retreat 3 hexes - rout 4 hexes - shatter and leave the map to reappear as a formation in refit 1 turn later 10 hexes east or west. Just a thought. 7. The impact of partisan rail attacks is too dramatic. It needs to be more incremental, growing weekly in a given area until troops are deployed and then declining incrementally based on the relative strengths and quality of forces. The game needs more than tweaking of morale etc. or the comments will just keep on coming from the dedicated players.
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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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