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RE: What is the point of HVY?

 
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RE: What is the point of HVY? - 10/23/2011 3:20:03 PM   
bwheatley

 

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quote:

ORIGINAL: pzgndr

quote:

Right now there is no reason to fight as the Russian or that matter the German.
The Russians can out run and evac the German and the German cant get to anything so why bother moving east just diggin.


Pelton's tactics in these debates may be questionable but the essential point he's making is valid, and not necessarily restricted to just WITE (see also TOAW's FITE and Schwerpunkt's RGW) and bickering about Hvy vs Arm, or rail capacity, or city worth, or whatever. With 20/20 hindsight and limited incentive for any forward defense, why wouldn't any Russian player simply run east and wait? What are German players supposed to get out of a game like that?? This is a compelling strategy issue for 1941, and it does affect gameplay as a game if both players are not mutually enthusiastic about playing it with reasonable expectations for some sense of victory or at least "success" however loosely defined.

There should be some strategic incentive for the Russian player to defend the Motherland forward, which necessarily means some sort of real penalty for failing to defend historical lines. I'm hearing the v1.05 changes may be doing enough to help along these lines but maybe not. Should more penalties (perhaps artificial, ahistorical even) for Russian retreat be imposed or not?

It may be moot to argue too much, since with the 20/20 hindsight the Russian player can still avoid the historical mistakes that led to 4-5 million casualites. This is a "problem" with any 1941 Barbarossa campaign. In which case, playing 1942 or 1943 campaigns usually provides more mutual enjoyment for players and perhaps some of the community focus could shift to these later campaigns and provide us some playbalance feedback? Just a comment.


As a soviet player who stands and fights I agree it must feel sucky as a german when you don't fight for turns at a time as the soviets retreat. Perhaps something could be tweaked to help encourage russian's to have to fight. Originally the devs doubled rail costs to try and help give the soviets a reason to stand and fight. If that's not doing enough to help persuade the soviets to fight maybe there is another solution.

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Post #: 61
RE: What is the point of HVY? - 10/23/2011 3:21:10 PM   
bwheatley

 

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quote:

ORIGINAL: ComradeP

Despite the comments by some, I'm not overly impressed at all by how most Axis players are "grinding" the Soviets into a pulp, according to themselves.

Axis players probably need a reality check, namely that when your opponent has about 5 million men by the blizzard, or more, you've failed at your "grinding" attempts. Also: as the units are still in the field, because you're not pocketing them, all you've done is make the overall state of Soviet units a bit weaker, you wouldn't actually have made the Soviet army smaller in terms of units.

Many Axis players still can't seem to grasp just how much the Soviets sometimes get of something like manpower on average, or what they can get from efficiency measures/events like corps automatically disbanding.

As to heavy industry: as soon as the supply system is improved/requires more supplies, heavy industry will also be more valuable. The supply/production system certainly isn't perfect, but it's still a lot better than it was around release.



+1

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Post #: 62
RE: What is the point of HVY? - 10/23/2011 3:25:39 PM   
bwheatley

 

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quote:

ORIGINAL: Klydon


quote:

ORIGINAL: Oskkar

Compared with the initial release of the game

a) the armament soviet multiplier has been reduced
b) the evacuation rail costs have been doubled

both of these modifications help the German cause, but they are seen by Pelton as a Soviet conspiration concocted by the soviet fanboyism of the developers.

As a consequence of those modifications, many Soviet players feel that they only can evacuate what they perceive as their most vital asset: armament points. This means that Heavy Industry has less priority. Calling it a exploit, given the path taken to arrive at this point, is a real joke. But the funny thing is that the same links that Pelton provides only weaken his position. Although most industrial production was lost, most arms production was saved. He deliberately hides this point. It was the civilian industry the one lost to the Germans (chessboard factories, rocking-chairs factories, and so on ). That is the fact. About the fate of Heavy Industry, I do not really know, BUT THE LINK HE HIMSELF PROVIDED SHOWS THAT MOST OF IT WAS LOST. Pelton very dishonestly hides this fact in his neverending rants.



Considering some of your other posts and the tone of those posts, I am going to assume that instead of being a newb to the community here, you are a multi account of a person that has experience and posts here regularly and are tired of Pelton's "rants". If you are indeed a new person, I apologize and then invite you to review a lot of the AAR's, especially the older ones that featured just about every German getting either crushed in the winter or absolutely crushed in 1942. That does not have a historical feel to it at all for a variety of reasons and attempts have been made to work on the situation.

The facts right now are that this game does not have much of a historical feel to it for either side for the vast majority of players. The Germans can advance as much as they want, but it is a hollow advance. The vast majority of Russians have absolutely no reason at all to stand and fight as they did historically to give time to evacuate industry in part because some of the industry appears to have no effect on the game at this time and in part because the remaining industry that is very important can easily be evacuated since rail cap doesn't have to be split. On top of that, there is no other geographical detail that causes significant issues for the Russians if it should fall to the Germans beyond Baku, which the Germans are not getting to. The results are predictable at this point with a enlarged Russian army kicking the crap out of a German army due to the blizzard rules. 1942, we don't know a lot yet about for version 1.05 and on paper, it has to be better than what we were seeing before with a large Russian army hunkered behind rows of level 3/4 forts and the Germans unable to do anything about it. In effect, the game lost its mobility from 1942 on and became more like a WW1 game.

If Pelton seems over the top about his case for Axis issues, he is a bit, but no more so than some of the Russian fan boy types who insist there is nothing wrong or insist on more shackles for the German side while the Russians enjoy all sorts of strategic freedoms already that the Axis can only dream about (like not having to deal with unit withdraws, unfavorable OOB changes regardless of the situation of the front, and the inability to customize support units just to name a few). For those of us who are looking for a terrific game representing the Eastern Front that provides a great gaming experience for both sides and has the correct feel of the actual campaign to a point, this game is a work in progress and while progress is being made, there remains more to be done.



+1 to continuing to make progress on both sides of the game (german/soviet) to make it feel right.

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(in reply to Klydon)
Post #: 63
RE: What is the point of HVY? - 10/23/2011 3:35:33 PM   
bwheatley

 

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quote:

ORIGINAL: heliodorus04


quote:

ORIGINAL: 76mm

And you'd rather have a fantasy game in which historic ToE changes are thrown out the window? The fact is that Sov ToE got a lot better as the war went on...

Also, while I kind of sympathize with German complaints about the Sov ability to "create their own army", I'm not convinced that it makes that big a difference, as this army is still constrained by how many tanks, guns, men, etc. the Sovs have. I expect that giving the Sovs a strictly historical OOB would give them the same overwhelming advantage, although units might appear earlier/later, in different places, etc. What real difference would it make? This is not of course an argument against giving the Germans the same ability, but in my view the overall effect is incremental.


German TOE changes were consequences of losses on the battlefield being unsustainable, so assets had to be diluted (tanks, guns, pioneers)

Soviet TOE changes were consequences of lessons learned. Assets were concentrated (AND plentiful). Soviet PLAYERS can OPT to avoid the early corps that are inefficient in terms of asset concentrations, and avoiding the inefficiencies that historically were REQUIRED to be made before they could be realized to be inefficient.

The point is ultimately, 76mm, that WitE makes no accommodation for delaying German asset dilution even if assets are sufficiently plentiful.

The same principles are true of the national morale levels.
It would be more interesting for play-balance if the German TOE and National Morale penalties were keyed to cumulative losses rather than arbitrarily defined by a history that will be radically different than the one we've read about.


I agree it would be nice for the germans to have some control over TOE changes. Let the eastern front commander have the ability to perhaps spend AP locking units into a TOE for a few extra turns. Maybe 5 AP for 6 months of your old TOE. Or something like that. It would give the german commander the ability to have a few units that are fire fighting brigades or units to use in local counter attacks. While your forces might be disintegrating around you you still have 4 panzer divisions with full TOE to use. That would feel very cool :)

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Post #: 64
RE: What is the point of HVY? - 10/23/2011 4:19:45 PM   
Jimbo123

 

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I had to take some time away from the game as life got in the way. I spent a lot of time learning the game , played a few short games against humans then jumped into AI GC playing the Axis so my only perspective is from that side. I did well on my first attack, survived the blizzard, rebuilt my troops to a level I was pleased with and reorganized and prepared for a Southern offensive as I decided to play as close to history as possible. I hit a brick wall so I for one am looking forward to 1.05.

I have spent quite a few hours catching up on the game though this forum and have been facinated by this debate. Being a noob compared to the vast experience of many of the dev's, testers and strong players I will but my idea out there and don my body armor.

The decision to run " hillbilly" per this discussion is not historical in my opinion as Stalin just would not let it happen. How then based on what is in the game can we use to solve this. Since running is a "political" decision why not have russian generals shot if they do not maintain a reasonable defense. A series of zones ( let me make it clear I am not a programmer ) based on time could be designed. Ramdom target hexes in each zone if captured " too soon "would result in the random execution ( or maybe some of the best leaders to really make it hurt ) of Russian Leaders to be replaced in the pool by weaker ones. At least to me it has a historical feel to it. Run you get shot! I believe the trigger hexes would need to change per game so as not to give a German player the same target in every game.

One of my favorite books ( Red Storm Rising ) has a moment when the American General is very frustrated with the Germans as they won't retreat even when it makes sense and were counter attacking at every chance they had. He then after thinking about it refected that he probably would not retreat to NJ if they had invaded NY.

Just a suggestion

I now have the family starting to fill sandbags!

Jimbo

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RE: What is the point of HVY? - 10/24/2011 10:43:46 AM   
janh

 

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quote:

ORIGINAL: Jimbo123
The decision to run " hillbilly" per this discussion is not historical in my opinion as Stalin just would not let it happen. How then based on what is in the game can we use to solve this. Since running is a "political" decision why not have russian generals shot if they do not maintain a reasonable defense. A series of zones ( let me make it clear I am not a programmer ) based on time could be designed. Ramdom target hexes in each zone if captured " too soon "would result in the random execution ( or maybe some of the best leaders to really make it hurt ) of Russian Leaders to be replaced in the pool by weaker ones. At least to me it has a historical feel to it. Run you get shot! I believe the trigger hexes would need to change per game so as not to give a German player the same target in every game.


The catch with such kind of "special rules" would probably be that at some point the Soviet players would then also start to complain about "ahistorical feel" if the German players by hindsight wouldn't present them similar opportunities as Hitlers weired orders did. Rightfully? Would it help to increase the challenge for both players, or would it put one side even more at a disadvantage?
I find one can hardly judge a German player for not setting up strongholds in cities or other strategic locations that he knows will get pocketed at little gain, but to perform a slow but steady, militarily more sound fighting withdrawal that keeps him just out of range of the big hammers. I also would think that it would a worthy attempt for an Axis player in late 43 or 44 to retire rapidly westward closer to the former borders in order to achieve much shorter frontages and create more reserves for defense or local counteroffensives. But realistically, with Hitler in place, and the effect that this could have had on the fighting moral of the troops as well as people at home, neither would have happened. Just as a Soviet retreat without battle in 41. So I wouldn't judge a Soviet player for that either -- at some point the game play will have to diverge from the past course, either later if you force more similarities, deployments and moves, or earlier if you allow players more freedom to attempt what might have been plausible within a physical model, only neglecting the human/political/psychological components.

Perhaps the devs could have designed an optional rule that introduced the typical Hitler and Stalin mingling with Army ops, but my guess is for PBEM people would have refrained mostly from using it. Especially if you keep in mind that Stalin made most mistakes in the early years and got more hands-off later. Yet Hitler interfered more and more, and really messed up things for the Axis in the later years (be it decisions to shift Schwerpunkte to Kiev that cost Moscow, or to Stalingrad that cost a whole army, or the Feste Plätze etc etc.). That would probably be bad for an Axis player in PBEM, who already is on the receiving end after summer 43 and surely doesn't need more "bad luck".
Perhaps vs. AI it could be neat to forces yourself to stick to mistakes, and thus boost AI chances a bit.

< Message edited by janh -- 10/24/2011 11:25:06 AM >

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RE: What is the point of HVY? - 10/24/2011 7:15:45 PM   
sillyflower


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quote:

ORIGINAL: bwheatley


quote:

ORIGINAL: ComradeP

Despite the comments by some, I'm not overly impressed at all by how most Axis players are "grinding" the Soviets into a pulp, according to themselves.

Axis players probably need a reality check, namely that when your opponent has about 5 million men by the blizzard, or more, you've failed at your "grinding" attempts. Also: as the units are still in the field, because you're not pocketing them, all you've done is make the overall state of Soviet units a bit weaker, you wouldn't actually have made the Soviet army smaller in terms of units.

Many Axis players still can't seem to grasp just how much the Soviets sometimes get of something like manpower on average, or what they can get from efficiency measures/events like corps automatically disbanding.


+1


It doesn't really matter too much how you kill Russians as long as you do, and combine that with capture of factories and manpower centre.

As you will see from my 'old dog' AAR, after a bumper 1st 2 turns, Fiva hasn't given me too much to pocket because he plays with skill and aggression. However, he's lost 2.2 M casualties before his T 11. German manpower losses 320K. If that's what grinding can do (and it is in our game) then that's fine by me.

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RE: What is the point of HVY? - 10/24/2011 7:51:26 PM   
Aurelian

 

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quote:

ORIGINAL: Jimbo123

Since running is a "political" decision why not have russian generals shot if they do not maintain a reasonable defense.



And of course you'll shoot german generals who retreat during the winter. Or retreat at all, being that their political master didn't like giving up territory.

Or those who'd go factory raiding rather than go after the Red Army.

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RE: What is the point of HVY? - 10/24/2011 9:14:25 PM   
Jimbo123

 

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@aurelian

YES!

I guess I have just been labled a German fanboy!

My point is to challenge tactics which historically were not possible. Could Hitler really be able to sit and not attack in 1942. Pelton will because he can and in games terms it is the correct call! Much of my reading about the Kursk attack in 43 was because Hitler felt he had no political choice. How can this simulation be historical if the generals ( us ) have no connection to the larger world. This game is intended to be an operational one which is why we have no access to German production. I believe Hitler was on record saying the 43 offensive " turned his stomach". How many Germans will EVER attack in 43? Why then did he order the attack? I play the German in AI but only because the AI perfomance is better. I was a Soviet player 100% back in WITE SPI Days. Trust me when I say given equal knowledge of game rules I am no pushover when on defense! In fairness because I have not played a GC against a human my only knowledge on this comes from all my reading in this forum and AAR's. Everyone seems concerned about the both the realism and game quality after late 42. The 1-1>2-1 debate seems to give some hope based on what I've read. My point is that maybe the answer is in keeping the game on a more historical path and leaving a more stable platform. The winner is then based more on quality of play vs BS like the Lvov gambit, factory raiding or russians running instead of defending the motherland. Games I love use common sense rules to reward players when they want to control behavior without a baseball bat. ( my example on keeping units close to a parent HQ ). My idea has about zero traction so I defer to much more knowledgable players.

When I am back up to speed on rules and my play is better I look forward to a human GC as a German or Russian. I love this game and the passion that has gone into making it better!

Jimbo


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RE: What is the point of HVY? - 10/25/2011 3:49:08 AM   
76mm


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quote:

ORIGINAL: Jimbo123
When I am back up to speed on rules and my play is better I look forward to a human GC as a German or Russian. I love this game and the passion that has gone into making it better!


No reason to wait, just jump right in! I don't really think you'll be learning many of the right lessons vs the AI, just the basic mechanics really...

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RE: What is the point of HVY? - 10/25/2011 4:21:34 AM   
Aurelian

 

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quote:

ORIGINAL: Jimbo123
. I was a Soviet player 100% back in WITE SPI Days.




Good times with that game. As the Axis, it was always Lgrad in 41, Moscow in 42. Then hold on.

For the rest. Do we really want to force players to follow the historical decisions of Hitler/Stalin? As a Russian player, I suppose it would please me. Sure, I'll fight and allow all those pockets. In exchange you can not take Leningrad or Moscow. (Hitler's decision to starve out the former and not put the effort into the latter til very late. Political decisions.)

Then we have the fact that Stalin interfered less and less as the war went on. Can't say the same about Hitler.

Do you really want to lose the ability to assign/dismiss who you want? Who, except a Russian, wants to see Himmler in command of Army Group Vistula? Or see 6th Panzer Army head to Hungary instead of trying to blunt the drive on Berlin. Again, political decisions.

I don't want to be forced to do something because some bubblehead in the 1940's did it. Kills the point of playing.


< Message edited by Aurelian -- 10/25/2011 4:52:02 AM >

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RE: What is the point of HVY? - 10/25/2011 4:22:57 AM   
Aurelian

 

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quote:

ORIGINAL: 76mm


quote:

ORIGINAL: Jimbo123
When I am back up to speed on rules and my play is better I look forward to a human GC as a German or Russian. I love this game and the passion that has gone into making it better!


No reason to wait, just jump right in! I don't really think you'll be learning many of the right lessons vs the AI, just the basic mechanics really...


Yep. The AI doesn't do the Lvov pocket for instance.

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RE: What is the point of HVY? - 10/25/2011 11:06:24 AM   
BletchleyGeek


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quote:

ORIGINAL: Jimbo123

My point is that maybe the answer is in keeping the game on a more historical path and leaving a more stable platform. The winner is then based more on quality of play vs BS like the Lvov gambit, factory raiding or russians running instead of defending the motherland. Games I love use common sense rules to reward players when they want to control behavior without a baseball bat.


I completely endorse this position, really. And as 76mm says, don't let get intimidated by the AARs and the flaming discussions. Play the game against a human!

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RE: What is the point of HVY? - 10/25/2011 3:21:27 PM   
Jimbo123

 

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Thanks for the comments on Human play but I think I owe the other player a solid game if they are going to invest the time. Also I am 100% sure my pride is involved. Look forward to playing you guys soon!

I agree with you Aurelian! I don't want to force anyone to do anything but to pay a cost "somehow" for tactics outside of what common sense says couldn't happen. The game really is amazing when you look at how it already handles the changing conditions over such a long time period. I have zero desire to effect that in a bad way. I guess I look at it this way. The most historic the game will ever be is at the very begining on turn 1. After that the German player is doing every thing they can to change history and the Russian to stop him. The longer the Designers / Devs have a somewhat predictable model the better the middle and end game will be if the goal is an Eastern front simulation of the war. I am one of those stupid people that plays to the end. I don't resign when things go bad as I feel that the effort of the other player should be rewarded. Now if he were to offer a chance to resign I would not continue if it's hopeless but when you accept the challenge you play. I always have a 700 turn BTR game going so long games do not bother me. I am guessing that Pelton's issue with HVY ( you are very entertaining Pelton ) has to do with it as a game device, it does not strain the Russian ability to run because there is too much of it. Since it's my impression that he seems to run over all but the top players it might be a total non issue. The counter to your excellent comments is I as a German player would find it difficult to do the Lvov Gambit on turn 1. The fact that I can doesn't mean I should. This will sound stupid to some but to me it just isn't ethical and totally non historical. The game seems to force me to do that to be competive. My opinion, but the German's would never have committed those kind of resources to an attack like that. Who blitzes 11 men! The fact it seems to have become a standard opening saddens me. No real gamer wants their decisions limited, but there are rules aren't there. My suggestion is based on raising the concept of paying a cost for some of the more radical answers players have come up with instead of just tweaking combat. Who sends a 20k panzer division to die killing production. A wargamer because he doesn't answer for it. There is a very fine line here between player control ( which I favor by the way ) and having the amount of HVY mean nothing ( just one of many examples ). I have read that HVY start to show itself as a problem in 43 - 44 for the russian side, but I have little experience to know one way or another. Does it really matter if so few games get there!

It's just another approach which if done correctly on the right issues "might" have the effect of a better game which is most of shared goal for most of us.

Thanks for you thoughtful comments! It's a shame we can't warp back to when we were younger. My bet is you would have never captured Moscow in 42!!!!!

Hope all is well!

Jimbo

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RE: What is the point of HVY? - 10/25/2011 3:41:08 PM   
76mm


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quote:

ORIGINAL: Jimbo123

Thanks for the comments on Human play but I think I owe the other player a solid game if they are going to invest the time.


Obviously, you are welcome to play anyway you want, but you might consider looking on the opponent forum for a rookie opponent, or ask for a "trial game" with someone in which you agree to play to mid-1942 or whatever.

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Post #: 75
RE: What is the point of HVY? - 10/25/2011 4:13:11 PM   
Aurelian

 

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quote:

ORIGINAL: Jimbo123

Thanks for the comments on Human play but I think I owe the other player a solid game if they are going to invest the time. Also I am 100% sure my pride is involved. Look forward to playing you guys soon!




You could always play me. I've never won as the Soviets. (Don't really care either :) )

The Lvov thing is just a product of IgoUgo. In that respect I don't have a problem with it. What tickles me is when the German players who do it also complain that the Russian advance in a different direction. Looking past the fact that trading space for time is a viable, and historical strategy, the LG ignores the historical reality that Kirponos put up a much better fight.

Ehh, what ya goin' ta do.

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RE: What is the point of HVY? - 10/25/2011 4:20:44 PM   
janh

 

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Nice posts, Jimbo123.  The closer you keep the rules such that a player is forced to repeat history, the easier and more meaningful is a comparison to the historical outcome (as far as number and facts have been determined accurately by historians, which already appears to be a big problem even for Axis and Soviet casualties if you look at the discussions of the many research resources on Wiki), and the more meaningful is a statement such as "feels historical" by players. However, if you get too close, you end up watching a history movie. As with most games, it is often best to play AI if you are in search of a historically accurate experience, since AI is often designed to mimic that. One simple example comes to mind in AE is the use of CV -- players in PBEM rarely split KB or allied CV, given the risk attached, but AI does in line with historical use of them, and as a player against AI you can and should do so too. Hindsight and experience usually leads to PBEM players to avoid dividing these critical assets, which represents a totally fine alternative doctrine in my opinion.

Perhaps one could script a whole war scenario to repeat historical moves and engagements, and run it as a simulations to obtain results to can be tuned to meet the outcomes. But even then you'd just have one set of data, which might not necessarily suffice to determine if other pathways/decisions would be equally well described by the underlying game mechanics. As the discussions show, it is hard to get even simple numbers for fundamental things like militarily used rail capacity, factory discrimination by types (and what actually is purely military production, or partly civilian, and what were the number reported historically or in sources) etc., let alone to figure what exactly they mean and how they ought to be implemented. There is a lot to learn from all these discussions about the potential problems in game design that one may face.

Regarding your idea to use AP for allowing moves that would likely have been opposed by Hitler, or Stalin, or not been possible for other political reasons, you could set up a set of house rules. As far as I understand your idea, you basically suggest coupling the permissions for those to the limited AP pool, i.e. you want to limit the number of times a player can deviate from historic moves/mistakes using hindsight or attempting something new? 
But what do you then consider the standard moves that to watch deviation from, and what freedom for a player would you consider outside that?  I think it will be hard to establish a red line there for both sides, and might indeed be something to negotiate with each new opponent. You could set up an additional "AP/decision" pool (as obviously the present AP would anyways have to be increased to accommodate a rule change), and keep track of that in excel or so together with your opponent?

Perhaps a basic set of rules, like "no Soviet large scale retreat in 41 below 3M casualties, or 10k tanks", "no German withdrawal from front line in winter 41 without at least 1 attack on a position", "at least 1 major Soviet counteroffensive in spring and autumn 42", and "at least 1 major offensive attempt by Axis in summer 42 and 43" could be negotiated, but I can see a lot of discussion about that, and I probably would not go even as far as the above to compromise. But still then you are a long way from any of the "bonehead" moves/mistakes that both sides made in the war and that gives that struggle so much of a face, be it the shift to Kiev, Stalingrad, Kursk, Demyansk or the Iszum salient and the overly late "withdrawal" (rout) at Bagration. 

Yet I am not sure whether you should actually aim for taking away that amount of freedom other than by personal house rules. My impression is that the devs have  decided on a very sound concept to allow you to change things within plausible freedom, and obviously in quite a few cases deviating from history too drastically was already shown to fail (such as a too early Soviet Sir Robin). Aside from that, the freedom you have left just allows to explore more options and gives both sides more long-term potential/interest: you may need to invent a good story for justifying some moves, just like you'd have for many PBEM or AI games in AE where a Jap player invades OZ, or New Zealand, or India, or lands on Hawaii -- not easily realistic, but also can't be totally ruled out to have happened under some surprising and unplanned circumstances. I guess no AE players would want to give up that kind of freedom.  Thus I would hesitate with any kind of system that forces historical orders, or rules or doctrine that is man-made on a player; optional rules or house-rules might be the way to go?


< Message edited by janh -- 10/25/2011 4:29:26 PM >

(in reply to 76mm)
Post #: 77
RE: What is the point of HVY? - 10/25/2011 11:22:15 PM   
lycortas

 

Posts: 74
Joined: 9/26/2008
Status: offline
One of the problems we are seeing is that we are pretending the rest of the war is not happening.
There should, in my opinion, be no German victory without a Soviet defeat.

If there was that pressing sense of time slipping away, then maybe players like Pelton would do something during the rest of the war.

Michael

(in reply to janh)
Post #: 78
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