golden delicious
Posts: 5575
Joined: 9/5/2000 From: London, Surrey, United Kingdom Status: offline
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quote:
ORIGINAL: rhinobones Larry Looks like you’re a victim of the old “killer” first move. Wonder what Barbarossa would have been like if the Wehrmacht had a bunch of practice tries before the real assault. This is what’s expected when playing the same scenario multiple times. Everyone knows what’s coming and that is just the way the game is played. Maybe some random Soviet deployments would make the opening move more challenging. What does bother me a little bit is the use of units in roles for which they were not designed or intended. In this game, and others before, MP, engineer, bridging and AA units are commonly deployed as deep reconnaissance maneuver units. I realize that this is all within the TOAW rules, but I find it unrealistic when an air defense or engineer unit makes a deep, unsupported, penetration behind enemy lines. Wish there was a way to make these units more valuable in their intended function so they wouldn’t be recklessly used in the deep reconnaissance or encirclement mode. Guess it’s a TOAW/scenario design issue. Good shooting & best regards Agreed. Generally I find the solution with the support units is to bundle them, so the MPs and AA go with the HQ. The HQ is going to want to be where most of the troops are anyway so this is more realistic. In terms of the opening, I've said it before and I'll say it again: what's needed is a scenario that starts after the Wehrmacht was done chewing through the frontier armies. Then we won't be agonising over whether a panzer unit can reach Daugavpils on schedule, or over the perfect first turn, or whether the Soviets running away is realistic. Yes, researching such a scenario would be a lot more work- but it would save a lot of time of players going through the motions.
< Message edited by golden delicious -- 9/30/2021 8:02:28 AM >
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"What did you read at university?" "War Studies" "War? Huh. What is it good for?" "Absolutely nothing."
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