ORIGINAL: timmyab
ORIGINAL: AFV
While I disagree on the use of muling, I do agree with your other premises.
There is no reason for the Soviet not to simply run- but there could be
1) Manpower loss- does not matter much- but devs could make it matter
2) Armament loss - super RR capability combined with HI not needing to be moved, so this does not matter
3) Victory points - simplistic VP conditions so this too does not matter but it could if there were VP that could be gained or lost by holding certain cities by a certain date
4) Moral - seems like this could be linked to territory- give up too much, your moral drops, keep more than average, it goes up. But instead moral is on a strict time line with nothing to do with what happens in the game.
Yes, I agree with all that.
I'd also add that the rail system is too powerful as it stands.There needs to be a limit on what individual rail lines can carry per turn.
As an added bonus, the high capacity main lines would tend to run through cities which would give another powerful reason for capturing those cities.
If this limitation of rail cap could be applied to supplies as well then we would really be getting somewhere.
All of these things combined with a simulation of the breakdown in the Soviet command structure in 41 would make the game much more interesting and realistic.Muling and possibly even HQ buildup itself could then be done away with.
All very good points and I agree. One thing though. Morale something of a misnomer, it is not morale per se, but rather proficiency, so I think that is good as it is.