Supply issue II

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Hubert Cater
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RE: Supply issue II

Post by Hubert Cater »

Sounds good Guderian and glad to know that you feel we are indeed listening and trying to help [:)]
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MemoryLeak
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RE: Supply issue II

Post by MemoryLeak »

I'd like to suggest that an Engineering unit must be present to build an airfield before an air unit
can operate out of a hex. That you cannot just land planes on
any hex you choose at anytime all over the map.
That would limit the ability to continuously move air units in only one turn.

I think it would be much more realistic and self-limiting of excessive air units that can single-handedly win a war.

Make it so that it takes one or two turns at least to build an airfield.

It's gamey moves like putting 10 air units in one area that prevents me from playing Multiplayer games.
It's impossible to play in a realistic manner against a player who only wants to win using non-realistic methods
that have nothing to do with tactics. It takes all of the fun out of it.
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geordietaf
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RE: Supply issue II

Post by geordietaf »

Hubert

[/quote]
So what is on our radar?

1) Air power and the concentration of air power and any simple and straightforward changes that we can employ to make this feel more "right" in game.

2) Any additional supply rules/changes that get us even closer to what we want without overcomplication. For example, perhaps there are some simple changes that can be implemented to make things feel more natural here for some of the points above that don't break other parts of the game. If we can manage this, and both Bill and I are discussing, then it is something we'll definitely pursue. It is just a question of getting it right and not breaking the game in the process.

Now that the kamikaze French fleet seems to have been somewhat tamed, I think the concentration of air power is the biggest play balance issue that allows gamey behaviour to trump any recreation of what might have been practically possible in WWII. I am involved in a couple of games where the overwhelming majority of the Luftwaffe seem to regard North Africa as their perfect holiday destination. This means the entire RAF has to come over to contest the sun-loungers and prime spots round the pool. The relative strengths of the two air forces in the early game makes any defence of Egypt almost impossible. Any solution to this would be very welcome.

I do not want to see the game straight-jacketed and forced to follow a strictly historical timeline. One of the most enjoyable games I am currently playing has seen my Axis opponent crush the Swiss and then go back and tear up the Armistice with Vichy. Totally ahistorical, but completely within the bounds of military possibility. I am fascinated to see what happens next.[edit: He invaded Spain...]

This is a game and I like to win, and dislike losing, as much as anyone else. However I want to win and lose for reasons other than my ability to find loopholes in the rules. Any changes should achieve a sensible balance between strategic innovation and military probability.
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Birdw
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RE: Supply issue II

Post by Birdw »

Bill, It is a email\server game I can probably manage screen shots for you.
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BillRunacre
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RE: Supply issue II

Post by BillRunacre »

Hi birde

Can you send me an email with your Challenge ID?

You can find this by hovering over it in the My Games area of the PBEM++ Online area.

Thanks

Bill
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petrosian
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RE: Supply issue II

Post by petrosian »

I do like some of the reduced supply for the Axis. But still am a bit baffled by them. Playing Axis I have complete control of London and port but unable to reinforce a unit there. Hq is 3 hexes away.2 units near Moscow on a road next to each other. 4 hq within 5 hexes yet 1 can reinforce full and other cannot at all. Completely surrounded Russian unit out in small town was able to reinforce from 1 to 6. I agree with earlier post about the Luftwaffe in NA. There should be a limit there.All this being said I love this game.
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BillRunacre
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RE: Supply issue II

Post by BillRunacre »

Hi Petrosian

I'd recommend pressing the S button to see supply levels for a few turns, covering different areas, as this should help get a better handle on this area.

Factors such as weather, terrain, the strength of resources, roads - and road quality, the proximity of a port and its strength are all factors on supply.

Hopefully it will all become clearer because the rules do apply across the board, i.e. there should be a logical explanation for everything.

Obviously do post if you see something that doesn't make sense to you, ideally with a screenshot or two.

Bill
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