morvael
Posts: 11762
Joined: 9/8/2006 From: Poland Status: offline
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quote:
ORIGINAL: sillyflower Obviously better not to be killed than to be resurrected for all the reasons you give. However, it shifts the balance enormously to get freebies back, coupled with the easier factory evac, and does nothing for those many Germans who don't do so well in the first summer who seem to be in the majority these days. We'll see. Other changes favour Germans, I think those new counterattack/fighting withdrawal rules are big boon for them. Some changes in turn help the Soviets. It keeps the game fresh to have discover new meta with every patch quote:
ORIGINAL: sillyflower NB I know you are just trying really hard to get it right, and only time will tell if my concerns are justified. I'm also aware that what is needed to balance a game between 2 newbies on the one hand, and 2 experts on the other hand, may be very different. Germans are harder to play well. Yes, we use common sense, own experience and sometimes gamer's 6th sense, but there is no way to test game of this scope with just 4-5 people involved part-time (and that part is very small) in the project. Also, balance is subjective. For some balance mean steamrolling Soviets to Urals without stopping. For me balance is when game ends in 1945 with German defeat, because I see no way they could have won against USSR supplied by UK and USA, and having a second front (and third, and fourth...). So for me taking Leningrad or Moscow should be an extremely rare event. Winning an auto-victory even rarer. On the other hand I don't want German army to crumble to dust in late 1943, they need to stay strong enough to be able to counterattack with mobile units for a long time. I would like to see the tactics of "retreat 2 hexes per turn along the front" gone. Instead I want to see units fighting desperately for every hex between Moscow and Berlin, not giving up unless encircled. On small scale I want to allow breaking any hex with enough troops brought in (it means you are weaker somewhere else), in order not to witness a repeat of WW1 and to keep situation fluid (though it's problematic with just 3 units per hex allowed, with strength varying between 1500 and 35000 men - limit should be men based not counter based). Remember you can be twice as strong in attack than in defense (excluding defensive modifiers from terrain and fort), so you actually have more CV when attacking. Which means turtling and minimising losses is not acceptable. Constantly shifting units to hit a weak spot and countering these thrusts with your own should be the goal. We'll see how situation evolves. If exploits will be found they will be removed. If there will be some rule giving great imbalance it will be tweaked. Smaller imbalances will probably stay, because they depend on personal preference, and are hard to prove as being actually big issues.
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