hakon
Posts: 298
Joined: 4/15/2005 Status: offline
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quote:
ORIGINAL: wosung So do you think the balance issue is a problem of action limits and of balancing the role playing element (naval oriented CW vs. land oriented Germany)? Balancing can be done in a number of ways. Simply making Russia stronger would balance the super Balbo, but could cause the Axis to avoid battle as long as possible. Making russia stronger AND making the surprise turn more effective (for instance by requireing some russians to be at the border at the time of the dow), could have the opposite effect, that is to make a Barbarossa the only way for Germany to survive, since those extra forces could make Russia too strong if not hurt sufficiently during the surprise turn. But doing something about the logistics system or the action limit system could work too. In raw, the only factor that limits Germany's speed of advance in 1939 is the need to rebase aircraft to the front. Of course, with unlimited italian air forces, that problem disappears, and a Russian strategy of gradually pulling back become far less effective. In real life, of course, the German land forces was just as limited by overextended supply trains as the air force was, but for game purposes, limiting the air force is enough. To keep WIF's simplicity, removing the ability for Italy to take air while Germany takes land, would solve the problem. For instance, impulse type could be per side per map (letting Russia be counted as a speparate side for this purpose), so that if Germany took land in eastern Europe, Italy had to take land there too. This would have the added benefits of also fixing super Alex, and also giving Germany a chance to sail her subs while performing Barbarossa. Another solution, that lends itself better to a computer game than to a board game, would be to create a more realistic logistics system. First of all, it coudl be made necessary to repair rail lines in the Soviet union. This coudl be made by placing an HQ or ENG on a hex, which would repair the rail in the hex at the end of the impulse, and only if the hex already were next to a hex that had already been repaired. This would limit the long term advance of the German army in Russia to one hex per impulse. Even more detailed supply systems could be imagined, such as he one used by the otherwise relatively simple Matrix game, World at War, where supply is produced, and has to be moved to the front using, and limited by, existing infrastructure.
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