ORIGINAL: Northern Star
I'm ready to fight for the Dark Side!
Which one?
Moderators: Joel Billings, elmo3, Sabre21
ORIGINAL: Northern Star
I'm ready to fight for the Dark Side!
ORIGINAL: Northern Star
Is there a way to make the Red Army fight in the south in WitE 2.0?
In my current pbem game my Soviet opponent is doing a slow and masterful retreat in the south while he reinforced Leningrad with everything possible. He is using unit zoc to avoid every kind of encirclement and if I encircle some units he breaks the encirclement with attacks of 6+ divisions.
So at the moment I'm an extended Lvov opening fangirl because it's the only way to encircle some units when playing against an experienced opponent!
How is the southern front going WitE 2.0?
Let me know...
P.S. If there is need for other testers don't forget me please... I'm ready to fight for the Dark Side!
ORIGINAL: loki100
believe me, the WiTE Lvov fantasy is off the agenda in WiTE2, there is a rather nice modelling of the differential level of combat and command capacity/readiness between the SW and Western Fronts in the opening days.
... and any German player planning to support the Ukraine campaign off the Romanian-Soviet rail net is in for a shock too.
its hard to say where things end up but at the moment both sides have real problems in the opening 20 turns. The Germans curse every Soviet counterstroke for burning off supplies etc needed to push forward. The Soviet player had better get used to defending with 4-6,000 man rifle divisions.
ORIGINAL: morvael
ORIGINAL: Northern Star
I'm ready to fight for the Dark Side!
Which one?
ORIGINAL: HMSWarspite
That is illogical. Much has changed in WitE2. The game is of the eastern front for 4 years. No one throws punches of less than a corps and yet we have got into this one issue.
My view is that it would not be justified in an otherwise perfect game for a brigade to exert significant influence on a unit passing up to 10 miles away under all circumstances. But neither would it be justified for it to never do so. In addition, the attacker has a huge advantage in knowing exactly where it is (to the hex), and if no ZOC this gives even more information as to where it isn't. There is also the Issue that in a simple rule you introduce another issue in that a stack of 3 brigades would t have ZoC, but combine them and they do (you cant combine brigades that don't match before someone says just combine them, so the confused defence is penalised very hard). No one has yet suggested a mechanism that seems sensible, capable of implementation and that doesnt introduce more issues.
I think we have got to remember this is a game with certain simplifying assumptions. People are latching on to one issue based on real life perceptions of it, without any regard for the overall game. For instance, is it realistic that even the best prepared army in defence has to make do with one or more predesignated units riding to the rescue of an attacked stack, and once the attacker is into open terrain they just have to watch for the rest of the week? Is it realistic that there is no restriction on a unit that has moved most of its movement points already combining with one that hasn't moved, to attack a hex. The second can then hop into its time machine and exploit, in effect using time that was only available before it attacked? Mechanics are needed to mitigate these effects, which since they are not real, will struggle to be real also.
We must get this back to the effect on the game. I still have not seen why attacking the brigade head on with the first unit to allow follow up units to exploit is not a valid tactic. And if you don't like the very idea of a diffuse brigade detfence, presumably a patch of 30% TOE divisions is just as bad?
The irony is, that with WITW supply rules, German offensive units may struggle for MP more often, and the use of small units to bleed than of what's left may become more significant. In which case I will change my cost benefit analysis... It may be essential to remove small unit ZoC, even with some smaller consequential negatives. I think the Devs will be on the lookout for this issue now and we probably need to wait and see. Roll on first beta AAR I say!
Anyways, and speaking bluntly, the design team is going to have at least one unapologetic Red Army fan boy. Me! I'll be there to represent its interests
It's done.ORIGINAL: Flaviusx
....If WITE2 can fix logistics, the silly Lvov opener...
I played both sides in WITE and I'm testing the germans in a WITE2 PBEMORIGINAL: Michael T
Anyways, and speaking bluntly, the design team is going to have at least one unapologetic Red Army fan boy. Me! I'll be there to represent its interests
Every sides needs their champion, who do the Germans get?
ORIGINAL: STEF78
It's done.ORIGINAL: Flaviusx
....If WITE2 can fix logistics, the silly Lvov opener...
Lvov opening isn't doable anymore
For that matter I count you as being essentially on the panzer pusher side