Barbarossa without Finland?

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Ed Cogburn
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Post by Ed Cogburn »

Originally posted by Svar:
One of the reasons you sometimes get the responses that you do is your characterization of game play. WIR is a war game. When players get this game they play it by the rules hardcoded into the game. If they find an aspect of the rules that gives them an advantage most take it, afterall if it's hardcoded it must be correct. Not everyone has the same level of knowledge about the history of this war as you so many of them do this in ignorance.


You're probably right, except for my level of knowledge is not really that good (see below). I'm not arguing here, but I can't imagine brand new wargamers starting with GG's WiR. That's incredible. Surely many wouldn't last long given the steep learning curve, and the absence of true detailed documentation that could help a new player understand what is happening. I've always thought that players coming to War in Russia, Pacific War, West Front, etc, etc, are already veteran wargamers.


You on the other hand have an enormance knowledge of the history of this war and know what is possible or not. When the game allows something that you think is impossible, you label that game play as cheating.


My knowledge is far from enormous. See below.


Lets consider Finland. You think that the Finnish forces should not be allowed to attack Leningrad because they never did. However many old board war games did allow that. In The Third Reich by Avalon Hill, the rule is Finnish units may never move farther than 6 hexes from the Finnish border. In War in the East by SPI, the rule is Finnish units may not move more than 10 hexes from the Finnish border. In the Russian Campaign by Avalon Hill there wasn't any restriction.


*I* didn't know about the Finns refusing to help with an attack on Leningrad, until a discussion here (some Matrix forum, I think) between some Finlanders occurred that prompted me to look this history up. I was mad when I discovered this because of all those games you mentioned (including Advanced Third Reich too) that didn't represent Finland correctly, at least as an option. The fact that A3R didn't do this is really disappointing. They covered the politics of Finnish border squares in their appendix, and limited deployment from Finland, yet the section on Finland says nothing about Leningrad.


So from the history of war games it would appear that their designers did feel that it was possible.


Are we sure its because they knew but decided to ignore this "problem" or they didn't themselves know all the restrictions on Finnish cooperation with Hitler? I ask this because with a game like Advanced Third Reich, it handles a lot of the "political" issues as this game is grand strategic. Look at the section that covers the hypothetical fall of Britain to the Germans. They went to a lot of work, so it is hard for me to think they would deliberately leave out the Finnish restrictions problem.


I don't know what was possible and neither do you, we only know what happened. Beyond that we are arguing politics and to label that cheating is inflamitory, hence the reactions to you accusations.


We do know that one possibility could have happened: what actually happened historically. At the very least an operational level game such as WiR should provide to the players the option to use the historical geopolitical situation.

And if such a game, operational scale, doesn't provide this as an option? Well, I don't know. From what I've read and heard from Finlanders here there was no love-fest between Finland and Hitler. I'm not ruling anything out, just pointing out that, in this case, what happened historically is the outcome that was most likely to happen. At this point my problem is with the game designers. There is nothing wrong with the game providing alternatives to the players, but there should be at least 2 alternatives, and one of them should be the historical case. This is just my opinion about this particular example, of course. <img src="smile.gif" border="0">


As for the use of Infantry Divisions in Panzer Korps, we again have a difference of opinions. You think it was impossible for them to move and fight for 100 miles in a week so it should not be allowed. Other people think not only was it possible but it was done.


I have yet to hear one person claim foot-bound infantry could keep up with motorized units. I'm sorry but that's a simple fact, so far.


I seem to remember newsreel footage of German tanks moving down dirt roads at high rates of speed covered with infantry.


As for the infantry riding the tanks, that is certainly an option to investigate. I can't find anything conclusive, but I did find some interesting numbers:


http://history.vif2.ru/library/archives/stat/stat4.html


http://mops.uci.agh.edu.pl/~rzepinsk/1939/html/skladang.htm


The numbers from the last one are interesting, because what they show is an unmotorized 1st Wave German inf div requiring about a 1,000 cars and trucks, while a motorized inf div requires about 2600, or more than 2.5 times the number from a foot division, a difference of about 1600 cars and trucks. Notice the motorcycles are doubled too. Now I'm assuming that the cars and trucks of the tank division are being used for the tank divs own infantry and other stuff. So can a tank div use its 325 tanks to be the equivalent of 1600 vehicles? Add to this the fact that early war tanks could not carry much infantry anyway. Take a look in the encyclopedia of Steel Panthers 6.1, and the carry capacities for the Pz38, PzII, and PzIII, and early PzIV tanks. In most cases it would take 2 tanks to carry one squad. This one is iffy.


The bottom line is, your labeling of some game play as cheating is just your opinion and although you are aware of that not everybody else is and they feel maligned. I realise that is just your opinion and you are entitled to it but can understand other peoples reaction to it.


Everything I say is just my opinion. Always has been. I was honestly surprised by Josan's reaction, I didn't know people were actually getting upset over this argument. I apologized to Josan about this, and I'll apologize as well to anyone else that was angered by my aggressive debating. This doesn't mean I'm going away, but I'll try to maintain a lower intensity level.

[Sorry about the mixup with the URLs]

[ August 18, 2001: Message edited by: Ed Cogburn ]</p>
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by Mike Santos:
Muzrub, the only thing I disagree with you on is the commanders. That's the first thing I usually do, get rid of all the dunces and put the ablest commanders in charge of the most critical HQs.
And Rommell won't go to 6th Army, he's going to 1st PZ Armee or 4th PZ Armee.

The game should take into account the leader's rating in the "other" fronts (Italy/Africa and West) but I don't think it does.


No, I'm pretty sure the fronts do use the leader's rating when making those Leadership checks, which penalizes the West Front by a 1000 points and 500 points for the Italian Front.

Letting the player know the leaders skill from the beginning kinda makes the whole leadership issue pointless. Everybody moves out the bad and moves in the good. The blurb for WiR III says it'll include "historical commander ratings", which sounds depressingly close to what we've got now. I hope he does something a little different to make the leaders feature an interesting part of the game. Maybe initially hidden ratings, ratings that change, ratings that are used in more places, etc. Arnaud has used the leader rating in more places so that may make leaders more important.


I also thought that if you withdrew too many units from either of the two other fronts, than you would risk an early invasion of Europe or something like that that would end the game. Was that coding and restriction removed from the matrix versions??


There is no change here. The game can "end" if you let the West/Italian fronts shatter too quickly. By "end", I mean the game won't stop after one of the Fronts shatters on its last event, but you'll be reminded that the game is over every time the Front shatters again.
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Post by Ed Cogburn »

Originally posted by Muzrub:
My main view is if Rommel can be taken out of the African campaign, why cant a player load that theatre full divisions, defeat the Allies at the cost of advance in Russia, but in the end free up units for a further attacks in 1942 when the African theatre has been closed due to an Axis victory. One historical change deserves another.


The idea of dynamic fronts was raised several times. This was never pursued by Arnaud, all the testing group really wanted was some randomness and uncertainty about the outcome, instead of so many events being hard-wired in the program to occur at fixed times. A dynamic Front is a nice idea, but an awful lot of work for Arnaud.
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Post by Don Shafer »

Originally posted by Ed Cogburn:


<*Snip*> Has been detemined to be irrelevant troll-speak


[ August 18, 2001: Message edited by: Ed Cogburn ]

Gee, Ed, doing a little backpedalling on you're stances now? Tell me, what is you're loyalty worth these days?
This message posted by permission of and in accordance with the regulations as mandated by our self-appointed High Lord and Master Ed Cogburn.
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Don Shafer
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Post by Don Shafer »

No sorry, I cannot hate you for voicing you're own opinion. In fact, I can congratulate you for that. Do not follow other people blindly. Unfortunately, for Ed, he cannot say that, as he has decided to serve another master. In order to get his reward, he must destroy what is in place. Or I should say, in order to compete, he must attempt to destroy. I realize that everyone here on this forum must think I don't know what I'm talking about, and that is OK. But all will come out in the end.
Originally posted by SoleSurvivor:
I'm not going to enter any development team, even if I was invited I had no time to do so. I'm also not a blind supporter of anyone. I just have stated my opinion based on both own knowledge combined with what others contributed. Now hate me for that or get serious.
This message posted by permission of and in accordance with the regulations as mandated by our self-appointed High Lord and Master Ed Cogburn.
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SoleSurvivor
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Post by SoleSurvivor »

I'm glad to hear this. There's a lot of people on the matrix board who cannot live with opposing opinions.
"Wenn sie jetzt ganz unverhohlen
wieder Nazilieder johlen
über Juden Witze machen
über Menschenrechte lachen
wenn sie dann in lauten Tönen
saufend ihrer Dummheit frönen
denn am Deutschen hinterm Tresen
muss nun mal die Welt genesen
dann steh auf u
moonfog
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Post by moonfog »

Do the Finns in gameterms really have such an impact on the attack on Leningrad? Perhaps I did everything wrong until now, but in all my games as Germans I never succeeded in taking Leningrad with the Karelian Army. The Finns were always halted in the hex east of the Saimaa-Channel, which seems to me a quite historical performance.

Given that the Finns are not reinforced with german Divisions (which is not historical and should not be possible in the game just my opinion)and the Soviet doesn't strip his northern Leningradfront, the finnish attacks can be halted there.

I don't think that the Karelian Front should be removed or be hardcoded. WIR is an operational simulation of the eastern Front and the Karelian Front was a part of that, although not coordinated with the german front.

Once the Germans were able to take Leningrad, it seems no problem to me when the Finns "decide" to move troops into Russia. Historically the Germans never conquered Leningrad, so this game event is already part of a "what if..." scenario. Nobody knows how the Finns would have reacted in reality if Leningrad would have been sacked by the Germans. Why should they not have declared war on Russia and fought forth aside the Germans?

For short, perhaps there should be some restrictions on using the Finns at least on reinforcing them with german troops. But they should stay in the game because they were a party which the Soviets had to care about. Once the Germans take Leningrad, WIR enters the level of "what if..." history, that means that the game is still realistic (as it should 100% be) but not historical anymore. Then the Finns should act like the player wants them to, I think.

That's only my own opinion on this topic (dictated by nobody, although I'm new to this forum, too <img src="wink.gif" border="0"> )

Regards
Moonfog
RickyB
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Post by RickyB »

Originally posted by moonfog:
Do the Finns in gameterms really have such an impact on the attack on Leningrad? Perhaps I did everything wrong until now, but in all my games as Germans I never succeeded in taking Leningrad with the Karelian Army. The Finns were always halted in the hex east of the Saimaa-Channel, which seems to me a quite historical performance.
....
Regards
Moonfog

In one game against a human player, he managed to conquery Leningrad by strictly using the Finns, as I stopped the Germans 2-3 hexes from the city and it was never isolated. I first had the infamous Soviet easy shatter to a unit with special supply to the north, and then air attacks were used to wear down the defenders until an attack forced them out the very next turn. A counterattack took the city back, but in that version (1.13x) it never produces anything but oil and resources again. That hurt, but hey that is war. I didn't hold it against my opponent as we had no agreement not to try it, although as you say who would have thought they could do it <img src="eek.gif" border="0"> .
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SoleSurvivor
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Post by SoleSurvivor »

the finns are already restricted, though. they get no rail repair (read: advanced supply) during the blitz rule because their supply level is 5 and in blitz phase railk repair occurs in 8. Thus, the finns aren't as useful as they could be. I would like to see one change though: rail transferring troups to the finns if there is no rail connection (i.e. sending a panzer division in turn 1)
"Wenn sie jetzt ganz unverhohlen
wieder Nazilieder johlen
über Juden Witze machen
über Menschenrechte lachen
wenn sie dann in lauten Tönen
saufend ihrer Dummheit frönen
denn am Deutschen hinterm Tresen
muss nun mal die Welt genesen
dann steh auf u
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by moonfog:
Do the Finns in gameterms really have such an impact on the attack on Leningrad? Perhaps I did everything wrong until now, but in all my games as Germans I never succeeded in taking Leningrad with the Karelian Army. The Finns were always halted in the hex east of the Saimaa-Channel, which seems to me a quite historical performance.

Given that the Finns are not reinforced with german Divisions (which is not historical and should not be possible in the game just my opinion)and the Soviet doesn't strip his northern Leningradfront, the finnish attacks can be halted there.


If the Soviet player enforces Leningrad and the swamp square northeast of Leningrad in a competent manner and defends 44,6 to the death, this results in only 3 squares adjacent to Leningrad to attack from. Is the Karelian Army essential for this? Probably not, in the times I took Leningrad, I had to go to 44,6 to cut off supplies to Leningrad to take it. But a third square to attack Leningrad from means 4-5 good infantry divisions, 2 panzer battalions and artillery to add to the attack. It doubles the squares available to attack the swamp square too.

What do you mean by the Saimaa-Channel? According to the timetable in the manual, the Finns took 40,6 that's adjacent to Leningrad in August. This shows another problem with the game too. Because of the way the blitzkreig supply works, the Finns can't get rail conversion to work for them until September. So its impossible to recreate their relatively rapid reconquest of their former territory by August. It also gives the Soviet player plenty of time to beef up defenses north of Leningrad before the Finns can arrive in supply.

I don't want to remove the Karelian Army, I would just like to see the player given the option to handle the Finns in a somewhat historical way. By this I mean the Finns should enter the war in the first week of July, not June. Second, fix the blitzkreig problem to allow rail conversion for the Finns. Third, prevent German/Finnish units in the same corps***. Finally, place a distance restriction on Finns leaving Finnish territory.

No one needs to worry about this changing any time soon. This requires a lot of work, so is not likely to be implemented now or in the forseeable future, if ever.

But if you want a historical situation the above items could be used as "house rules".

***The Finnish/German cooperation is a little complicated. First everyone is aware of the German tank battlion already assigned to a Finnish corps. Further north there were German divisions on Finnish soil that crossed east and attacked Murmansk. In the lapland area, Finnish and German units were coordinating attacks, including Finnish units placed under full German control. To my knowledge this did not occur further south.
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Post by Ed Cogburn »

Originally posted by SoleSurvivor:
I would like to see one change though: rail transferring troups to the finns if there is no rail connection (i.e. sending a panzer division in turn 1)

This is covered by the "house rule" of not allowing mixing units. Was this done to you in a game by someone?

[ August 19, 2001: Message edited by: Ed Cogburn ]</p>
Svar
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Post by Svar »

Originally posted by Ed Cogburn:


No one needs to worry about this changing any time soon. This requires a lot of work, so is not likely to be implemented now or in the forseeable future, if ever.


Ed,

I agree with your assessment about this ever being fixed in WIR. I hope that someone from Gary's new company is monitoring this forum because a lot of good ideas come up here that could be implemented in his new game on the Eastern Front.

Svar
moonfog
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Post by moonfog »

Originally posted by Ed Cogburn:
What do you mean by the Saimaa-Channel? According to the timetable in the manual, the Finns took 40,6 that's adjacent to Leningrad in August. This shows another problem with the game too. Because of the way the blitzkreig supply works, the Finns can't get rail conversion to work for them until September. So its impossible to recreate their relatively rapid reconquest of their former territory by August. It also gives the Soviet player plenty of time to beef up defenses north of Leningrad before the Finns can arrive in supply.


With the hex east of Saimaa-Channel I meant 39,5. I considered the river going from Lake Saimaa to the Sea to be Saimaa-Channel, since the Channel is as far as I know the only connection between Lake and Sea (actually linking Lappeenranta and Viborg). In version 3.0 hex 40,6 is a city hex. It's the question, whether it symbolizes a part of Leningrad (as Moscow covers now more than one hex too) or it's meant to be Vuosalmi, which the Finns conquered on 16th August 1941. Perhaps somebody knows what Matrix wanted that new city hex to be.
I don't want to remove the Karelian Army, I would just like to see the player given the option to handle the Finns in a somewhat historical way. By this I mean the Finns should enter the war in the first week of July, not June. Second, fix the blitzkreig problem to allow rail conversion for the Finns. Third, prevent German/Finnish units in the same corps***. Finally, place a distance restriction on Finns leaving Finnish territory. [...] But if you want a historical situation the above items could be used as "house rules".
Ok, it seems that this would really be too much work to fix it all, so using house rules sounds good to me.

As you pointed out, what really should be fixed is the rail conversion under Blitzkrieg rules, because this "bug" doesn't allow to handle the Finns in a historical way. The whole attack north of lake Ladoga isn't replayable since you run out of supply too soon.

Concerning the war entrance, I found the date of June 29th for the start of hostilities, don't know whether that is correct or not. The Finns had some german units attached, but I don't know the numbers. As you stated, there is already a german Pz Bat starting in the Karelian Army. Nevertheless I also think that transfering more german Divisions to Karelia shouldn't be allowed by "house rules".

A distance restriction for the Finns sounds good. This could be that the Finns don't advance or attack any further than hex 39,5 or if the small city hex simulates Vuosalmi than 40,6. In my opinion the only problem with that is the Soviet completly stripping his front after the Finns reached their limit because the Soviet player knows that there will not be more attacks. (If this should ever be implemented in the game, there could probably be a sort of a event check which would allow the Finns to advance across the restriction line).

Ed, your house rules would prevent the Finns attacking Leningrad and I think that's good. Still I see some minor problems with this, since the Finns would "gain" only disadvantages (attack north of Lake Ladoga remains impossible). But however...

Also playing with these house rules, I still think that the Finns should be handled at will by the player once the Germans took Leningrad.

Moonfog
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Post by moonfog »

Originally posted by RickyB:

In one game against a human player, he managed to conquery Leningrad by strictly using the Finns, as I stopped the Germans 2-3 hexes from the city and it was never isolated. I first had the infamous Soviet easy shatter to a unit with special supply to the north, and then air attacks were used to wear down the defenders until an attack forced them out the very next turn. A counterattack took the city back, but in that version (1.13x) it never produces anything but oil and resources again. That hurt, but hey that is war. I didn't hold it against my opponent as we had no agreement not to try it, although as you say who would have thought they could do it <img src="eek.gif" border="0"> .

I have to admit that I never forced a direct attack on Leningrad by the Finns. After a few assaults to the south and taking high losses, I let them go to sauna <img src="smile.gif" border="0"> . There they waited until the city was cut off by german Panzers.

In the latest version, does a liberated city get new factories after some time?
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Post by RickyB »

Originally posted by moonfog:
I have to admit that I never forced a direct attack on Leningrad by the Finns. After a few assaults to the south and taking high losses, I let them go to sauna <img src="smile.gif" border="0"> . There they waited until the city was cut off by german Panzers.

In the latest version, does a liberated city get new factories after some time?

No, if you capture an enemy city, you never get any factories. However, whoever a city is "loyal" to gets population points, which never used to happen. Also, the Baltic country population provides points to the Axis when captured, and some Polish cities will probably give points to the Soviets rather than the Axis.
Rick Bancroft
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Ed Cogburn
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Post by Ed Cogburn »

Originally posted by moonfog:
Concerning the war entrance, I found the date of June 29th for the start of hostilities, don't know whether that is correct or not.


I've got a reference to a Soviet bombing attack on Finland on June 25. From that point on Finland knew they were at war, and declared war on the USSR. There was some combat in the remainder of June, but the first major attack by Finnish forces occurred in early July. I assumed they didn't attack in force in June because they weren't ready, but that may be a wrong assumption, maybe you're right and the last week of June would be best.


A distance restriction for the Finns sounds good. This could be that the Finns don't advance or attack any further than hex 39,5 or if the small city hex simulates Vuosalmi than 40,6.


I wasn't here when the new map was made, but I believe the extra "city" square in 40,6 is just to show Leningrad as being a large city covering more than one square, just like Berlin, Moscow, Stalingrad and Warsaw. Vuosalmi was essentally a "suburb" of Leningrad wasn't it?


In my opinion the only problem with that is the Soviet completly stripping his front after the Finns reached their limit because the Soviet player knows that there will not be more attacks. (If this should ever be implemented in the game, there could probably be a sort of a event check which would allow the Finns to advance across the restriction line).


Yes, I know its not ideal. Part of the problem is you don't see the other half of the fighting farther north, but the thing is, the stripping will happen anyway, I believe. First, the Soviet player must garrison Leningrad for most of the war anyway since the city will be at or close to the front lines for most of that time as historically happened (the siege of Leningrad wasn't completely broken until '44).

Second, the Finns, because of a lack of a rail line to allow them to advance on the rail at 45,0, can't threaten Murmansk in the game. Historically there was fighting over Murmansk further north, but in WiR you don't see this. Even taking the rail at 45,0 by advancing out of supply still has no effect on the game, so the Soviet player can ignore this.

So the defacto stripping of Soviet forces from that area (except for the Leningrad garrison) could happen anyway if the Soviet player is not interested in conquering Finland. A "political" event trigger during the game that keeps the issue unresolved would help since the Soviet player could not make any assumptions about Finnish actions. However, this is not likely to happen for WiR as its a lot of work adding something brand new. But the inability of the Finns to advance east would make the trigger pointless, and means the Finns can be essentially ignored by the Soviet player. The Soviets can attack in '43 or '44 and take Helsinki, that is certainly an option, but why bother? Perhaps retake 40,5 as a buffer to protect Leningrad, but beyond that, use those forces in the real fighting that is happening to the south.


Ed, your house rules would prevent the Finns attacking Leningrad and I think that's good. Still I see some minor problems with this, since the Finns would "gain" only disadvantages (attack north of Lake Ladoga remains impossible). But however...


No set of house rules can fix this problem, I know. Ultimately something needs to be done with the game itself to make some changes to make this thing more interesting. The amount of work needed is such that its unlikey to happen. One idea for house rules is to flip a coin or something every year to see if restrictions on the Finns is lifted. I don't know what the odds should be, not likely to be 50/50 though. If the odds are made, then Finns can be allowed to attack Leningrad. This will keep the Soviet player from reducing the Leningrad garrison much, unfortunately this doesn't solve the essential problem, which is the Finns can't threaten the Murmansk rail line in the game.


Also playing with these house rules, I still think that the Finns should be handled at will by the player once the Germans took Leningrad.


That's fine. Its a possibility that the Finns might be more willing to operate with the Germans if it starts looking like they are going to win. Taking Leningrad is a definite step in that direction.
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Post by Ranger-75 »

It's not really relevant, but I know the grand-daughter of Marshal Mannerheim, and no I haven't asked her about Finnish strategy in WWII.
Still playing PacWar (but no so much anymore)...
moonfog
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Post by moonfog »

Originally posted by Ed Cogburn:
I've got a reference to a Soviet bombing attack on Finland on June 25. From that point on Finland knew they were at war, and declared war on the USSR. There was some combat in the remainder of June, but the first major attack by Finnish forces occurred in early July. I assumed they didn't attack in force in June because they weren't ready, but that may be a wrong assumption, maybe you're right and the last week of June would be best.


You're right about that, Ed. In the south, there were some fightings in the end of June but the major assault started in July. Again beeing a little bit hypothetical because it won't be implemented in the next version of the game: the prior preparations of the Karelian army could be simulated in the game by putting most of the finnish divisions into the Army HQ. The player would have to deploy them before any attack is possible.

I wasn't here when the new map was made, but I believe the extra "city" square in 40,6 is just to show Leningrad as being a large city covering more than one square, just like Berlin, Moscow, Stalingrad and Warsaw. Vuosalmi was essentally a "suburb" of Leningrad wasn't it?

I also think that 40,6 shows a part of Leningrad. Vuosalmi was a finnish town (or city?) about 50 kilometers north of Leningrad. So the finnish advance should probably halt at 39,5.

Second, the Finns, because of a lack of a rail line to allow them to advance on the rail at 45,0, can't threaten Murmansk in the game. Historically there was fighting over Murmansk further north, but in WiR you don't see this. Even taking the rail at 45,0 by advancing out of supply still has no effect on the game, so the Soviet player can ignore this.

I think to remember that in Gary's original WIR it was possible to cut of the Lend/Lease route from Murmansk by cutting the rail line between lake Ladoga and lake Onega (I could be wrong on this). In the Matrix version the Lend/Lease equipment simply comes from Siberia when the Murmanskrail is cut off, doesn't it? Does somebody know whether there were any Lend/Lease shipments from american Westcoast to Siberia during the war?

Moonfog

[ August 21, 2001: Message edited by: moonfog ]</p>
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Post by Ed Cogburn »

Originally posted by moonfog:
I think to remember that in Gary's original WIR it was possible to cut of the Lend/Lease route from Murmansk by cutting the rail line between lake Ladoga and lake Onega (I could be wrong on this).


No, I'm sure that isn't true. I've cut that line before and nothing happened. The manual doesn't mention this either (although that wouldn't be the first time the manual left something out).


In the Matrix version the Lend/Lease equipment simply comes from Siberia when the Murmanskrail is cut off, doesn't it?


No, nothing that complex. The Murmansk box was simply renamed LndLse/Siber because we had an overflow of factories in the Urals box, so some of those factories were moved to the Murmansk box. There is no code for handling a cut rail line that I know of. It doesn't sound right, I know, but the Murmansk box is immune to anything the German player can do on the map.


Does somebody know whether there were any Lend/Lease shipments from american Westcoast to Siberia during the war?


Yes there was. Soviet flagged vessels sailed from the Western US to Vladivostok then the Siberian railway. Due to the limitations of the Siberian railway, the amount of supplies was not as signficant as the supplies coming through Persia. Aircraft were also shuttled to the USSR via Washington->Canada->Alaska->Siberia.

In the "you learn something new every day department": Have you gotten a hold of the World in Flames Demo yet? Their map of the whole world is very interesting. Specifically, it shows a 2nd rail line going to Murmansk from the east, and it shows Murmansk and Archangel are connected by rail. This could be why Gary never bothered with dealing with a cutoff of Murmansk. A cutoff could have happened by the fighting around Murmansk, but not by cutting any rail line further south (except Vologda). This also explains why the game reverts to supply level 5 on the rail line running south to Vologda, if Vologda is taken. Supplies from *both* Murmansk and Archangel could support troops to some degree along that line. Vologda is the key city then (Advanced Third Reich also has a rule about Leningrad *and* Vologda being held by the Axis), but the game doesn't handle a taking of Vologda either, Lend Lease supplies are unaffected even if Vologda is taken. It looks like *all* the issues and complications of everything north of Leningrad and Vologda are not handled by the game at all. Surely Gary can do better with WIRIII?

[ August 21, 2001: Message edited by: Ed Cogburn ]</p>
Svar
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Location: China Lake, Ca

Post by Svar »

Originally posted by Ed Cogburn:


Originally posted by moonfog:
I think to remember that in Gary's original WIR it was possible to cut of the Lend/Lease route from Murmansk by cutting the rail line between lake Ladoga and lake Onega (I could be wrong on this).

No, I'm sure that isn't true. I've cut that line before and nothing happened. The manual doesn't mention this either (although that wouldn't be the first time the manual left something out).


Ed,

Moonfog may be referring to the first WIR. The version we refer to as the original is actually titled "Gary Grigsby's War in Russia" because "War in Russia" was already taken by the predecessor to "Second Front". All these titles were designed by Gary Grigsby and it seems to me in at least one of those earlier titles it was possible to cut the rail line from Murmansk and delay the Lend Lease supplies until the rail line was restored.

Svar

[ August 21, 2001: Message edited by: Svar ]</p>
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