This is what gets me the most. I had 450 VPs in the black on Meklore and I decided to invade early in order to secure my 10 hexes. It was stupid and I should've waited until Spring, but I figured I was well ahead in the game and I had a fully prepped invasion force at 90 prep points, fully rested air force and clear skies for a few turns.
It ended up in disaster and I can't try a new invasion before the 1000 vp penalty, so I have resigned the game in disgust.
So if you think you can't get a decisive victory the game is no longer worth playing?
That's unfortunate, particularly for your opponents...
I would be interesting if you'd play the game out and see how big a difference the 1000 point reward makes over the course of a full game. The VP spread between an Axis decisive victory and an Allied decisive victory is
4000 points.
Was it my own stupid fault? Yes. But we didn't finish the game because it doesn't make sense to put another month into it when it's decided by July 1 '44.
You didn't finish the game because you didn't like your prospects anymore. We have no idea how you would fared in the campaign overall because you chose to not find out.
Nor does it make sense that a TOE change in that game gave me over 150 VPs due to garrisons.
I've covered this, and I think too big a deal is made of it. That is avoidable by the Axis player so long as he doesn't try to keep his garrison commitments at razor thin levels. I agree it can blindside you the first time you play, but there is no excuse for experiencing it again unless willfully entertaining the risk for the perceived reward.
Axis players are also getting smarter as are Allied players. I figured out how to get bombing Vps in '43 to set up 44. Axis players have figured out how to keep strike forces on rails to combat any invasion. We are in an arms race of gimmicky tactics now to beat each other.
I don't think figuring out the air war is 'gimmicky'. We only find out how balanced the VP system is when people figure out how to play. There will still be decisions made balancing the attacks against SBP targets and other targets that lend themselves to aiding the ground war. There's not going to be just One Way To Play the air war.
If the Axis player wants to leave his panzers on flat cars they don't contribute at all to garrison values, so the higher response time has a real world trade off of no active defense from those units, no digging by those units, and no extra garrison points by those units (with the added risk of losing VP if you mismanage garrisons in their absence).
Furthermore, it's not WitE where the Russians could put an entire Front on rails and send it from the Artic Circle to Stalingrad in a week. The cumulative movement costs, and the SMP costs of unloading, can be compounded by Allied player actions as well. I know from my own experience countering Bomazz's latest Italian invasion that I could get my panzers farther across clear terrain by driving than I could by rail because of the unloading costs, and that was just due to small railyards, not railyard or railway bombing. Panzers on rails provide some response advantage, but not without costs, and not without any ability for the Allies to increase those costs and reduce its efficacy.
I am getting more frustrated with the campaign and have switched over to scenario play for the time.
People rage quit those too. [;)]
But they are fun!
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck