pat.casey
Posts: 393
Joined: 9/10/2007 Status: offline
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I think my opinion here mirrors several others in that I think the game as currently constructed favors the soviets with two human players. The challenge, of course, is that given the historical OOB and competent leadership on both sides, that's the "correct" outcome. In the actual war, of course, the soviets made a series of massive operational errors in 1941, losing much of their army in the process, and very nearly managed to lose the war. A human playing the soviets with the dual advantage of hindsight and not having just survived the purges through blind obedience will not repeat the historical soviet errors. He will trade space for time, conserve his manpower, and counterattack later once blizzard and production give him an advantage. The older WIR games tries to model this by giving the SU a command and control mallus in 1941 wherein many of their units wouldn't follow their movement orders. While this may have worked as a balancing mechanism, it can't be any fun to play the soviet union under those circumstances so I'd recommend against it on gameplay grounds. I'm starting to lean towards the opinion that what is really needed is an alternate start scenario that gives the axis, say, a 50% chance to win against an equally skilled human. The WITP analog would be the infamous "scenario 2". Then players could opt for either a historically accurate game (in which case I'd expect the SU to win virtually every time), or a gameplay balanced one. There's fundamentally no reason why both can't be available. Some things I'd suggest (off the top of my head) for an "Axis Help" scenario. I'm sure some of these are dreadful ideas, and I'm also sure implementing all of them would radically imbalance the game in favor of the axis, but I'd hope at least a few might be plausible. 1) Radically reduce blizzard effect if entrenchment > 2 so if the axis slow down and take time to entrench in fall instead of grinding out just a few more hexes there will be a benefit. 2) Allow the axis to spend PP to "winterize" selected divisions. 3) Free "start" disposition (turn 0) to allow axis player to position all troops as desired rather than as was historical 4) Spanish intervention --- Spain added as a new axis minor, add, say a dozen infantry divisions 5) Total War -- bump up 1941/1942 german production levels to late 1943 levels 6) Allow axis to spend PP to "unlock" finnish divisions 7) Put OKH reserves on-map on turn 1 and make them immediately available 8) "Ost" divisions -- allow germany to spend PPs to produce a limited number of divisions out of captured soviet MP. Simulates a somewhat less insane german occupational policy that actually managed to recruit anti-soviet russians. Would also give the soviets more of a reason to defend forward if, say, each ukranian MP point captured meant more german manpower.
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