ORIGINAL: majeloz
Suggestion regarding the historical constraints which, on the Axis side, are largely unit withdrawals and on the SU side are forced changes to TOE etc which (I am told by my opponents) can play havoc.
Utilise the AP system to allow players to choose to vary these historical events. I will limit this suggestion for the moment to the Axis side which I know well. Each turn, when a unit (not SU -- too much bother) goes into the 'withdrawing' mode (eg not actually left the map but is now live for withdrawal soon, as indicated on the unit by the word withdrawing), Axis player can elect to do 3 things: 1) spend x AP to cancel the withdrawal altogether; 2) spend y AP to substitute an equivalent unit (given that, in theory, ANY unit could be equivalent, perhaps limit this to a list of similar units, within the same army); 3) spend nothing and confirm the withdrawal. x AP should be something significant and could be linked to the combat value of the unit (say 10 for a Mot / Armoured; 7 for Special -- paras, mountain; 5 for infantry); y AP should be a set amount -- 2 AP.
A second suggestion I've made elsewhere but tweaked: you can currently attach a flak SU to a city. Permit attachment of a construction unit to a city which would repair industry, port, etc; once free of damage unit returns automatically to previous HQ. Similarly, have a 'rail repair commitment' doctrine (100% = all possible construction units rail repair automatically down to 0%).
thanks for a great game...!
Knowing that the German side of it is pretty much set, I know Gary wouldn't go with a way to cancel units that withdraw. I like the concept, but maybe when War in Europe comes out we will have a much more flexible system for both sides. Possibly even if there is a second iteration of this game like WitP:AE.
Your second idea i think is a pretty good one, I'll have to check with Joel or Pavel to see if CB's are already automatically used to assist in rebuilding damaged industry. As for the rail repair doctrine, I'm not sure if that's needed. I tend to reassign all the cb's to army group or okh and that's pretty much all they do it seems is rail repair. If you attach them at lower Hq's they will help dig in units attached directly to that Hq or rail repair out to certain ranges.