ORIGINAL: Apollo11
"Tarhunnas", how much time and effort (i.e. battles) did yor opponent "Michael T" spend on dealing with pockets he made?
Shameless BUMP! [:D]
Frederik and Michael - can you please answer?
Leo "Apollo11"
Moderators: Joel Billings, Sabre21
ORIGINAL: Apollo11
"Tarhunnas", how much time and effort (i.e. battles) did yor opponent "Michael T" spend on dealing with pockets he made?

ORIGINAL: Apollo11
Hi all,
ORIGINAL: Apollo11
"Tarhunnas", how much time and effort (i.e. battles) did yor opponent "Michael T" spend on dealing with pockets he made?
Shameless BUMP! [:D]
Frederik and Michael - can you please answer?
ORIGINAL: Tarhunnas
ORIGINAL: Apollo11
ORIGINAL: Apollo11
"Tarhunnas", how much time and effort (i.e. battles) did yor opponent "Michael T" spend on dealing with pockets he made?
Shameless BUMP! [:D]
Frederik and Michael - can you please answer?
Sorry for not answering. I didn't see you question until now. A have not read the thread very closely since it turned sort of acrimonius.
He generally only spent so much effort as he had to on the pockets, generally bypassing them and leaving minimum garrisons around them.

ORIGINAL: Tarhunnas
No, they did not die by themsleves AFIK, but he did often wait for a while until eliminating them.

ORIGINAL: Apollo11
Hi all,
ORIGINAL: Tarhunnas
No, they did not die by themsleves AFIK, but he did often wait for a while until eliminating them.
OK... but his casualties were light and no real strong force was needed for their elimination?
Leo "Apollo11"
ORIGINAL: Michael T
Apollo. Isolated units only seem to surrender if they are broken or a very long way from the front. I tend to just keep going forward once a pocket is secure. Eliminating the pocket with infantry coming up from the rear. Generally with hasties. Mostly the Sov's surrender with the first shot if you apply enough force. But the odd unit sometimes gives you a merry old chase. The main rule of the thumb is economy of force. Once a pocket is secure the primary goal is to secure the next one rather than the elimination of any isolated units. Mech are very rarely used for pocket elimination.

ORIGINAL: vicberg
I saw this one a mile away. Everyone has been bitching about mules, and in the hands of TWO players on this site, mules were overwhelming. But has there been anything done about Soviet run away with picket strategy? Not much, other that German players pointing out it becomes a clickfest in 42 and 43. This game is making a point. It's not to side favor for Michael. The personal attacks are worthless. It's to show what happens if the Soviets are forced to fight historically. Because if they are allowed to run away and put silly pickets up everywhere with no consequences, the game becomes a silly clickfest for the Germans later. Michael may have shown that a historical Soviet game is weighted towards the Germans. OK. Now we have something to work with. Balance the game in 41 from this perspective. Run away should hurt the Soviets. Don't run away, and German panzers may be overweighted. Balance somewhere in middle. But don't sit here an try to tell me that the game is fine as is. It isn't. It needs to be better balanced.
[/quote]ORIGINAL: Pelton
The problem with the game and always has been there is 0% reason for the russian to fight.
After playing the computer and reading the rules closely the first week after game went gold I realized that muling was the only possible way to win, because the russian player could simply be a redneck an use the run for the hills hill billy tactic of running for the hills.
Until there is a reason to fight the game will be a joke as far as history goes and not really playable for both sides.
I am not going to waste 100's of hrs playing when the outcome is a given all things being equal.
If their was a reason for the russian to fight forward it would be very simple to balance the game.
The game is played on a knifes edge for the German, but as long as you stay on the edge its an easy win.
The only games I lost I did not mule, vs good players.
The only fix as it has always been is city's must be worth something, this will make the game 100% more interesting and flexable for both sides.
As it is now the game is boring and a waste of gaming time.
Pelton
ORIGINAL: Marquo
It is a round robin argument: the overwhelmingly distorted logistical capabilities of the Axis make any forward defense a very dangerous proposition. Why fight forward and not run, given the overly exaggerated supply capability?
Why fight forward when surrounded units offer almost no resistance and simply evaporate, even in the later stages of the game? What possible justification is there to allow a a stack of 3 corps of guards units with a CV of 30 fall to a CV of 1 after being surrounded for one turn? Most games half a defense or give a CRT modifier, but dropping a CV this much seems quite odd.
If the Soviets had a real fighting chance, the a fight forward would be worth the time bought.
ORIGINAL: Michael T
@TD, I think Fredrik took the fighting forward defence to the extreme, with a very aggressive attitude. I think fighting forward is possible with a less aggressive stance and not sacrificing so many units with the tar baby approach. I am not saying he should not push some units forward or not make any attacks. Just less so. This is why I wanted the return game, to try a forward defence when forced to do so but with my slant on it.
The forward defence requires much more skill to pull off than any other type. But it makes for a much better game and it should be encouraged by some mechanic in the game. But it is not. Bottom line, the forward defence should be encouraged and the run for the hills approach discouraged. I think the best way to do this would be with some more sophisticated VC, including sudden death for running too far too soon. Equally I advocate for rules or VC that discourage the Axis running as well.
So to answer your question I think the result in our game is normal and expected, considering the extreme strategy employed by Fredrik, and assuming a certain level of player skill on the part if the German. But a German player less skilled or more prone to mistakes would struggle against Fredrik’s strategy.

ORIGINAL: Marquo
"The German counter to the problems brought by the Soviet run away is....non existent."
Not entirely; muling and magic airbases were discovered and developed by creative players trying to counter the run away.
Marquo[:)]