Cpuncher
Posts: 354
Joined: 3/26/2019 Status: offline
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quote:
ORIGINAL: Marcinos1985 Have you saved data about MPP income for different nations? I am curious at around what date German economy got decisevely outmatched. BTW, for the duration of entire game you seem a bit sceptic about your chances, e.g. mentioning that US could got kicked out of Spain, enabling prospects of Axis tactical victory. At the same time, this game really ilustrates well that at some point of time Axis just can't cover all angles. Punches are coming from all directions, foothold in Italy and Denmark etc. Everything of this demands an answer, paid in MPP's. Time comes when bill is too high to pay. It seems 1943 got already too expensive for Axis. However, this jump from Rostov to Volga seems surprising. How those German units got supplied that well is a mystery, but also gives a hint why USSR is so weak in this game - Germany just doesn't have to seriously solve a huge problem (supply) which haunted them IRL. Perhaps HQ boosting mechanism is overtuned, that is also visible in NA. Great read. Great question about MPP, which is the ultimate factor in this game. I did save MPP income data every turn. I shall post all nation's MPP graph at the war's end. In fact when Barbarossa began, and US joined war right after, Allies pretty much enjoyed 80% or more income than Axis throughout the game, with the US on Industry 5 already, and production 5 soon. Taken away research cost and other things, Allies could out-produce units more than 2 to 1 than Axis. However, on land, Germany had superb NM, experience, HQ rating, and Tech lead, and thus was pretty much able to maintain a 1 to 2 loss ratio against Allied units. Everywhere when the Germans were determined to get what they wanted, they always got them. Fafnir is particularly keen on developing his super units. Often times his panzers could clean kill a full well entrenched enemy unit each turn without suffering any damage. This, I believe, actually need some balancing. That's why I suggest to limit unit experience to 2 stars, including HQs. After taking Spain, US was still somewhat weak, with the supply in Spain not ideal. Once they got fully established in France in early 44 though, there would be no chance for the Axis to kick them out anymore, not even with everything Wehrmacht and Luftwaffe could throw at them. Yes the jump from Rostov to Volga puzzled me too. I thought I would have 1 to 2 turns of breathing room. In fact I intentionally sacrificed a HQ to be within reach of his lead Panzer (I happened to not needing that HQ for quite some turns), knowing in the past he would pay anything to kill a HQ. See the image. I figured after taking my HQ this Panzer would be on low supply for sure. Well his panzer killed my HQ, and to my surprise, he was still on supply 5 (or 6?). I suppose he captured Rostov intact with no scorched earth. In fact I don't know the odds of scorched earth happening. It seems to me at least half of the time he captured Russian towns intact, with no scorched earth, and was able to push on immediately. I agree the HQ boosting is a bit overtuned.
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< Message edited by Cpuncher -- 10/3/2020 9:22:20 PM >
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