@ quote "You won't until you play against someone who uses them effectively, then you will have an entire spearhead fail to nip an encirclement due to 700 policemen."ToxicThug11 wrote: ↑Wed Nov 02, 2022 10:03 pmYou won't until you play against someone who uses them effectively, then you will have an entire spearhead fail to nip an encirclement due to 700 policemen. Tiny units are a force multiplier for the Soviets who can use them as spotters for their ground support. Not to mention they prevent CPP growth and cause fatigue for the cost of 700-3000 men depending on whether you are using cav or a NKVD policeman.HardLuckYetAgain wrote: ↑Tue Nov 01, 2022 11:14 am WoW, small units giving so many problems to people. I had no idea that these small units were that serious of a threat and game changing![]()
The idea that an NKVD detachment could hold up any Panzer Division (and make them lose much of their movement points trying to clear the tile) is hilarious.
Would the 700 policemen engage the Panzer Division? Possibly. Would it be like a fly hitting a windshield? Depends on whether they are dug into difficult terrain.
Fixing this is a step in the right direction to make the game more fluid. Near depleted divisions / tiny subunits should not have the same ZOC as a tank corps.
Divisions should exert ZOC and be able to flip tiles based on their strength. If this isn't possible then meme units should simply not be able to exert ZOC.
I am sure I have seen their use many times in many different ways, and the way you are referencing too. It is an old trick new again in WITE2. Plus I don't play like 99% of the people I have seen that write AAR's
@ quote Tiny units are a force multiplier for the Soviets who can use them as spotters for their ground support.
True, small units can be spotters and bring in GS all they want, with proper German Air cover that Soviet GS disappears very very very quickly, probably the spotter too. I know Germans can have an excellent Air Cover umbrella to nip this in the butt by turn 2.(as long as they are not lazy to set it up. Don't be like me in one game not setting it up

@ quote Not to mention they prevent CPP growth and cause fatigue for the cost of 700-3000 men depending on whether you are using cav or a NKVD policeman.
I see 700-3,000 men as free road kills for less than 10ish Germans killed/Wounded. To me I will take that all day long. CPP is easily gained if you set up right & attack right. But that is just me. Plus NKVD leave early in the game. Are these NKVD that detrimental to the whole 215 turn campaign?
@ quote Fixing this is a step in the right direction to make the game more fluid. Near depleted divisions / tiny subunits should not have the same ZOC as a tank corps.
Divisions should exert ZOC and be able to flip tiles based on their strength. If this isn't possible then meme units should simply not be able to exert ZOC.
I do wish you luck with this, but I do believe Joel hit on this awhile back but my memory is foggy on it since it has been a long time ago and probably I am totally miss remembering. Personally if so many players are having such a hard time with these units as a detriment to their game maybe it does need a nerf to help them out. I personally don't find them a problem. But like all things I am probably wrong. Good luck with it.
Lastly, I would suggest to those that are having such a horrid time with these units to "House Rule" it out. Something like all NKVD must disband & CAV cannot get next to Germans unless 50% TOE. I am sure a proper house rule could be made for those that are having issues. But that is just me and I have authority over nothing. Again, good luck.