ComradeP
Posts: 7192
Joined: 9/17/2009 Status: offline
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quote:
You mean Soviets do have a 2 CV division anywhere on the map? I am not sure I have any in my games. A near full strength Rifle division has a CV of around 2 (or 3 if it's near 50 experience/morale). 1 CV on the counter can also indicate 19 CV during combat, it isn't literally 10. My point is that even in the best of cases, with a number of 2 CV Rifle divisions, Soviet defensive CV's are generally not scary in clear terrain or terrain with low intrinsic fort modifiers. quote:
Whether Soviets are too weak or Germans too strong is rhetoric. The point is: counterattacking is a forlorn hope, and it practically does not exist as viable option. Yes, a Kiev MD tank unit can surprise unlucky Rumanians or some regiment caught in the open but that's more of a gimmick than a real operational level option. By the turn 15, we usually have grand total of, say, 100 German attacks per turn, for maybe 1 Soviet, so that's something to the tune of 1500:15 (probably less for Sovs in most games). Realistic? I don't know, my gut feeling tells me it isn't. So what else can the hapless Soviet do but dig? Even digging usually does not help, as even Pieter admits. In my opinion, we need to reduce "supermanism" before we start reducing anything else. I apologize for hijacking another Q-Ball's thread with my supermen diatribe, I'll do my best to restrain from doing it again I still disagree with you about the Soviet counterattacking possibilities, at least with the current CV variability and odds modifier. Like I said, the main problem is the lack of sufficient available forces, not the Soviet unit quality per se. A mob of 1-2 CV Rifle divisions can still fairly easily push back German units with good support and good leaders. It takes until early/mid August to cure the problems caused by the German opening moves (you can iron out most C&C problems on turn 4, though, due to the AP's you get when Reserve Front activates), at which point the Soviets should have fairly large numbers of ready units. You're not going to be able to launch hundreds of counterattacks, but 10 counterattacks/turn is far from impossible as long as you preserve and concentrate forces. I average 2-4 counterattacks/turn in the first 3 turns, about 6 after that and slowly moving towards 10 after that. I don't really see the point of attacking German infantry early on: they'll always kill lots of my men with heavy weapons and damaging them doesn't do much on the long term, so I attack mobile units instead. The Germans are not really going to feel it if one or two of their infantry divisions takes 1000 extra losses during a turn, but they will most certainly feel it if a couple of their mobile units take 1000 extra losses each turn, and they lose ~200 extra tanks each turn on top of their irrecoverable tank losses during the logistics phase. THAT slows the Germans down. Panzer divisions are in many ways fragile like Tank corps/divisions, they just have a slightly thicker glass jaw.
< Message edited by ComradeP -- 3/9/2011 1:06:42 PM >
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SSG tester WitE Alpha tester Panzer Corps Beta tester Unity of Command scenario designer
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