Q-Ball
Posts: 7336
Joined: 6/25/2002 From: Chicago, Illinois Status: offline
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quote:
ORIGINAL: Flaviusx You will just encourage him to turtle up if you carpet along the whole front. Look how well your defense in the center has worked as compared to your carpet in the south. He's attacking the "weak spot." He almost certainly will not attack anywhere if you carpet along the whole front. This in the long run just makes your job harder. There won't be any counterattacking opportunities because there won't be any attacks. He will instead sit tight and wait for you to hurl yourself against his lines, something that will take almost another year for you to be able to do. You've already done well with a true defense in depth based on reserves rather than just blanketing the whole front with units. Not sure why you would abandon that. 6/25/42: Clear T54: This appears to be happening; 2 attacks along the entire front, and a pull-back from a couple salients created from the German offensive. Not sure if this is permanent for the Summer or not, but I wonder it if is. Tarhunnas made some mistakes in the winter and deserves to suffer somewhat, but the Germans should be able to make progress here. But I can see why he is stopping. My infantry looks better than his at this point, and his Panzers are in terrible shape from what I can tell. I could thin out my defenses and allow him to get some mobility, but that seems fake, like I am "throwing" it, and kind of an insult to Tarhunnas. It shouldn't be, because I got to this exact spot vs. Von Beanie (and my winter was better by comparison), but I thought maybe I was not a good German player. Maybe the problem is 2 even players = 1942 stalemate. I think we'll keep going, but I hope this is looked at. It's tough, because 1942 is a snowball; once the Reds are out of their forts, it gets very mobile and very dangerous for them (see Tarhunnas's game vs. Gids), but until that happens, it's a slogging match. I think part of the problem is that forts are everything. They are. They are the single-most important defensive factor. If you have forts, it's slow-going for the attacker. If not, it's a runaway. I have no idea if these are the right suggestions, but maybe: 1. Forts should be nerfed further, so that anything over lvl 1 gets tougher to build. Static positions should become lvl 3, but otherwise, tougher to build. 2. EMPTY forts should disappear much faster 3. In return, unis in open terrain should defend a bit better. This might prevent games that are "too offensive" with the fort changes. 4. Units should recover Morale to National Morale very quickly; this would help Germans in 1942. And maybe units should be pulled DOWN to national morale as well. (not sure about this, it would nerf some excellent German units in 1941) If you have a pull-down on morale, I would adjust national morales a bit for the Axis Allies, as well as give the Soviets a bit more upside Anyway, this game figures to be WWI for a few months until I can get the Red Army together.
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