heliodorus04
Posts: 1647
Joined: 11/1/2008 From: Nashville TN Status: offline
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quote:
ORIGINAL: colberki Have we considered a simple new rule to balance the 1941-45 campaign as such to moderate the Soviet dash to the Steppes during Barbarossa? "Each Soviet unit on the Eastern Front in the area from the June 22 border and west of Riga, Minsk, Kiev and Odessa must pay ten AP one time cost to move eastwards by land before December 1, 1941 No unit in the area may rail eastwards." This rule reflects STAVA determination to stand and fight at the start of the war, and the command cost of a local leader disobeying STAVA at (personal) cost. Interested to hear what forum members and Matrixgames think of this proposed new rule? There's simply nothing in the present game mechanic that counter-balances the awful Soviet unit strength in 1941. The running east is a symptom of the "all my units suck" problem. Even if VPs were awarded per turn for places like Kiev, there's no point getting units surrounded and cut off for them. In addition, since the same disincentive applies to Germany during the Blizzard of 41/42, you cannot leash the Soviets to land without doing likewise to Germany at that time period. And Germany stands to lose much more for mistakes in the winter than the Soviet does in the summer. At this point, the abstractions are what they are and we must work within them, if for no other reason than the developers are done supporting this product's play balance/engine problems. Given that we're left with this (redacted) system, I'm a proponent of players agreeing to settings that work for them in terms of fun, competetive games. I'm a fan of 105 logistics for Germany, and 200 Admin. Germany gains a great deal from that, without dramatically changing anything on the Soviet side. A little extra logistics gives Germany some tactical surprise options, but should be balanced by house rules to HQ buildup limits. The extra admin points combat the hard-coded punishment Germany takes - the ability to swap divisions, corps, and armies as necessary, and to choose optimal commanders, creates efficiency in a number of arenas that help fight off the TOE change problems, the National Morale drop in 42, and evens up some of the hindsight advantage that the Soviets get. The admin point issue should be balanced with house rules about Axis fort creation in 41/42 (I've pondered a rule that axis forts must always be set to 100 TOE, or that they cannot be disbanded until a Soviet unit is adjacent (meaning they carry risk). Your mileage may vary, but I'm interested in trying out some of these ideas if I decide to play another game versus a person.
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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader, Reading: Masters of the Air (GREAT BOOK!) Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game Painting: WHFB Lizardmen leaders
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