ORIGINAL: chaos45
xhoel, yes there are certain things you must do as the Axis to do well.
The comment I will make in reply is most of these things the Soviet player cannot impact really at all, as they all happen about T5 or earlier where the soviet player can do little but put up a delaying action if the German player knows what they are doing.
New German players must understand they must have a perfect Turn 1- easily achievable with practice because the Soviet players gets no influence on T1. Then T2 is even more land grab and destroying soviet units......T3 is re-fuel....T4 the German player should be breaking Soviet delaying actions as the German infantry will now be able to hit the land bridge and Pskov and the super limited amount of soviets cannot stop German infantry and armor.
With a perfect german T1- The soviets options are greatly reduced and again only requires practice on the German players part as they have a resettable sandbox to just keep re-trying until they get it right.
I will tell you a bad German opening is almost an auto soviet win if the soviet player knows the game....a good german opening means as long as the german player manages his rail lines and supply its going to be a tight game if they stay aggressive and shoot for soviet weak points...as the soviets will have weak points for most of the early game with the good opening.
Yes you can HQBU and selectively it greatly assists the German advance esp in the south where the soviets virtually have no chance to defend right now.
I would suggest if you feel bad playing germans, play soviets against a skilled german player and you will quickly see you have very little influence on the game until later turns.
As has been stated the patch team has been told several times by different people about the AA issues im sure its being addressed for next patch its off the charts crazy bonus for both sides vs Air. German AA is even more lethal than soviet.
Is alot of really good German AARs you can look at....Germans are now much faster and soviets much weaker CV wise than many of the older AARs....and in many of these AARs guess what the Germans won....and in many of the currently running AARs the Germans are going to get the win when the game ends....Stef won that game long ago, they are just playing it out.
Also let me caveat---I think balance should be done around no +1 advantage for soviets. With the +1 advantage maybe the soviets are just fine, IDK havent had a german in the last couple months will to give me the soviet +1 lol.....So seems maybe that is to good for soviets? esp as hardluck says in the first winter so no germans want to play with that.
So thats a quick rambling snap shot on balance and how the game should play out...I have little forgiveness for german players doing bad openings, they can practice as much as they want prior to game start......I will give the german player some pointers and tell them to practice more.
@Chaos45
It's nice to engage in discussion in a constructive manner about something that we both see differently.
Yeah turn 1 is an advantage to the Germans but that is an advantage that is given to them because of how the actual Barbarossa went down. The game must be able to capture the shock and the power that the Germans unleashed on the Soviet units correctly and turn 1 allows players a couple of choices as to where they send some of their PzGroups. I don't expect you to forgive a German player that makes a terrible T1, and most expert German players have done T1 so much that they will rarely give you a chance to break a pocket or do anything that would hurt them.
Is turn 1 what decides who wins or not? I don't think so, or at least my experience is not that. I messed up one of my T1 in the GC and 2 out of 3 pockets got broken. In the end around T11 my opponent gave up after his whole Southwestern front got surrounded on the Dnepr.
On the matters of the HQ Build Up, yes it does help the Germans but its costs are so high now that you cannot spam HQ Build Up and therefore are not able to do what you could have done in older patches.
I agree with you on the AA. I feel it is a bit overpowered in this patch but I have not seen German AA show amazing results even though I have SP Flak Battalions attached to armored formations and LW Mixed Flak Battalions in Panzer HQs the results have been meager. Even if the German AA is more lethal than the Soviet one as you stated, I still think that it is quite a help to the Soviets as it curtails what the Germans can and cannot do in the Air. Just my 2 cents on the matter.
I think BrianG AAR is a perfect example of a Soviet win in 1942 even. Check topeversts AAR too where he is doing quite well as the Soviets. Stef has won the game already I know, but still to make so many mistakes as the Soviets and still be able to reach Prussia is quite something. I did play the Soviets in the Leningrad scenario and was able to pull of a minor victory. Have not had time to go into the GC so I cannot say, but from what I have seen as the Axis, the Soviets have no problem getting fortifications up.
You didn't adress the points I made about the case in my AAR where the Soviets are doing quite well in the center so far though.
Something else I would like to add: The Germans will have supply problems in the South because the Romanian FBD is complete shit and only repairs 2 hexes a week while the German one can repair 4. So the further you advance, the less MPs you will have for the Panzers, not to mention that you have the Dnepr to cross.
I agree on the +1 though. I would LOVE to see Soviets be much more aggressive in summer but like Hardluck says when winter comes +1 simply makes it too easy for the Soviets. Maybe a middle solution would be to stop the +1 in November on the last snow turn as suggested.