ORIGINAL: paullus99
... I don't seem to see a lot of Russian units in Berlin, as opposed to tons of Germans in Moscow......
I am working on it... all it takes is time [;)]
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Moderators: Joel Billings, Sabre21, elmo3
ORIGINAL: paullus99
... I don't seem to see a lot of Russian units in Berlin, as opposed to tons of Germans in Moscow......
ORIGINAL: paullus99
Funny how Pelton rants & raves, yet I don't seem to see a lot of Russian units in Berlin, as opposed to tons of Germans in Moscow......
Aurelian
But but, the Axis are not suppossed to have the freedom to do that. Or take Leningrad. Guess the "redneck Russian fanboy carebears" slipped up.
Aurelian
No, I don't have it wrong. How many times have the same few whined and moaned about how the game is so pro Russian?
How the Axis are tied by history?
You saw the arguement above "Stalin was a nut job who micromanaged the war from the top."
And yet, no complaints about how the Axis, from the few, about how they have the freedom to ignore history as well.
I don't see any Russian players whining about how the Axis can ignore Hitler and take Leningrad/Moscow. Or ignore the stand fast orders. Or forces them to launch Typhoon/Blue/whatever.
ORIGINAL: Kamil
Conclusion:
In my opinion Soviet C&C surpass German one year too early.
Kamil, I don't really have a strong opinion either way on your main point about C&C, but I think that your point above is misleading for a couple of reasons. First, I don't know why you seem surprised that the Sovs can "lose Moscow and still win"? Why shouldn't the Sovs be able to lose Moscow and still win? This general topic has been discussed very extensively in other threads, so I won't repeat it all here...ORIGINAL: Kamil
How many times Soviets loose Moscow and game ends up in axis victory or draw? Not too many I guess. If so then what is the significance of the fact, that Soviet can loose Moscow and still win?
ORIGINAL: Kamil
Many games ended in '42 and '43 because German player knew game is lost and didn't want to play it out (what not always is bad).

ORIGINAL: DivePac88
I think the main problem that causes a lot of Pbem games to end early; is the common misconception that people have when they enter them. That these complex long-term strategy games are all about the outright victory, and they are not. They are as close as you can get, to the operational level wargame portrayal of twentieth century warfare.
In WitE, and WitP there are just about always never a complete victory by either side, and there shouldn't be. As these games are not about that, they are about each and every turn, about the art of the campaign game. The point being that if you get two equally committed players, then the outcome is open ended.
I think that players who go into these game for an end-game fix, are missing the point. These games are not about the end-game fix, they are about the each-turn fix. Operational warfare is not easy to run, and that is why commanders had huge staffs. That is why a staff problem is called a problem, because that's what it is.
So it goes without saying that there will be numerous problems with running an operational wargame, that's the game. Work with them, or work round them, that's part of the beauty of this game. That is why it's about the turns, and not the end, it's about the getting there.

ORIGINAL: Kamil
Somehow I am bothered to ask one more time (just for the sake of my curiosity) -
Am I right or wrong? And if wrong, then where is flaw in my logic?
ORIGINAL: randallw
One wonders, if the amount of HQs for the Axis are historically in line, why were they willing to have a shortage of them?
ORIGINAL: JAMiAM
ORIGINAL: Kamil
Somehow I am bothered to ask one more time (just for the sake of my curiosity) -
Am I right or wrong? And if wrong, then where is flaw in my logic?
What was the question again? Oh...right. An alleged Command and Control disadvantage for the Axis. You're wrong.
The flaw in your logic is that with the Axis, you have 4 layers of C&C, which are only slightly overloaded, given a maximizing of forces assigned to lower tiers of command. Meanwhile, the Soviets are stuck with only 3 layers of C&C, with all of the layers subject to overloading, given anything close to a historical OOB. So, in short, the Axis are getting 4 chances at making thousands of hidden die rolls, which are generally not suffering too hard a drm, while the Soviets are getting 3 chances at making those die rolls and generally suffering a more drastic drm.
QED.
That said, it is possible for both the Axis and the Soviets to lessen the impact of overloading, by spending APs, and rotating troops. The Axis can, and should have the bulk of the regiments and several of the divisions used in garrison duty or partisan hunting. For example, the Static Divisions and Luftwaffe Regiments are ideally suited for breaking down and covering the Leningrad area. All rear area forces, and rebuilding, or refitting units can be assigned to OKH, relieving stress at the lower levels. Also, some of the forces could be assigned to Finnish HQs, which are led by relatively good commanders. Granted the Finnish Army is short on Corps HQs, so the forces will likely be assigned at the Army level, unless you assign a German Korps to one of the Finnish HQs.
The Soviets have the potential to work around their C&C limitations to some degree by buying more Army HQs, but they run into a severe shortage of APs to buy them, good generals to lead them, and higher level HQs to assign them to. At the current stage of development, STAVKA is severely overloaded, making it virtually useless. The Fronts, will be overloaded if you assign all of your forces to them, as well, leaving only a single layer of inept Army command to make the thousands of hidden die rolls. So, even though the Soviets can play around with the tools given in order to optimize their C&C, these optimizations are still far behind what the Axis can manage.
As far as high ROF elements skewing combat results, that is something that I simply don't worry about, since there is virtually nothing in my control as a player that I can affect, nor even as a beta tester, to encourage development of. Combat system changes are high-risk programming choices that the developers are not likely to take on, given a lack of a clear vision as to what is wrong, if anything, and the specific steps needed to address them that won't ripple through the rest of the engine and likely break something else.