jc4751
Posts: 40
Joined: 10/31/2008 Status: offline
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quote:
ORIGINAL: warspite1 quote:
ORIGINAL: brian brian By 100% combat effectiveness I meant on defense. It is more than a little frustrating to successfully flip / disorganize two Soviet Infantry Armies of the Southwest Front on the plains of the Ukraine, bypass them with Panzer spearheads, and then have the turn end and have to start over on reducing the enemy pocket, which once again defends at full strength. The historical Germans took hundreds of thousands of prisoners in that situation, with weak resistance. The binary nature of the simple to play game World in Flames leads to realism problems, and Option 47 is of acute interest to players interested in realism, far more than any need to code Supply Units or Large ATR options. If the supply rules work it is really hard to understand why Option 47 can't work though I know it has been explained. Continually being locked out of being able to control the software you purchase also seems to be a relic of the 20th century. Purchasing the game should give you access to the beta versions if you so desire and I can't understand that either. It's just a game, not a cutting edge mobile OS full of proprietary secrets that could be monetized by the competitors. And I know that has been explained too. warspite1 Yes, but a bit of context here (see post 108). When the Germans surrounded those Soviet pockets (and the same for the Soviets when coming back against the Germans later in the war) they did not just cut-off the enemy and then continue blithely on. Both sides still took much by way of time and resources to annihilate the trapped armies. Remember we are talking 2-month turns. In real life the advancing armies could not simply continue on and ignore those surrounded. IF in MWIF a player chooses (unrealistically) to do so then, without Option 47, that surrounded army will have a chance to "re-organise" - albeit not re-supply or re-equip and so be unable to mount an attack. I just do not see this as a deal breaker. After spending some time digesting the rule books and replaying Barbarossa a few times, I'm of the opinion that Option 47 makes sense from a perspective of historical playability and realism, but......I also would point out that while everyone has been talking about the Soviet pockets, the Germans experienced their own pockets on the Russian front (Cherkassy pocket comes to mind), as well as the Ruhr pocket, not to mention Stalingrad. The relief efforts for Stalingrad were only marginally successful(due to confusion in the German supply situation, completely unnecessary items, such as condoms, were flown into Stalingrad), but the last resistance ended a couple of months after the Germans were cut off. In the other cases, the Germans were either able to fight their way out, or took some time before being squashed. While there is debate about the realism, this is still a game ("Oh, hey, I don't know exactly what is going to be produced next turn? I get to pick the plane behind curtain 1, 2, or 3?"). Is it fun without Option 47? I think so. At any rate, while Option 47 is probably a "nice to have," being out of supply probably carries enough penalties to at least make the status mean something, and I'd rather see more work done on the one-map scenarios to get those up and running.
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