Soviets, do stop the German Panzers! My tips :)

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

Moderators: Joel Billings, Sabre21

User avatar
Mynok
Posts: 12108
Joined: Sat Nov 30, 2002 12:12 am
Contact:

RE: Soviets, do stop the German Panzers! My tips :)

Post by Mynok »


Yeah, I suspect that might get revoked with some experiential feedback from frustrated Axis players. It won't be quite as big a problem in AGN because the rail repair moves so fast but the center and south...erg. Devastating.

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
User avatar
Klydon
Posts: 2305
Joined: Sun Nov 28, 2010 3:39 am

RE: Soviets, do stop the German Panzers! My tips :)

Post by Klydon »

I don't mind a minor tweak (like the increased command cost based on divisions in the corps), but 20 MP seems like a pretty short leash. 
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Soviets, do stop the German Panzers! My tips :)

Post by JAMiAM »

ORIGINAL: Klydon

I don't mind a minor tweak (like the increased command cost based on divisions in the corps), but 20 MP seems like a pretty short leash. 
That cost has always been part of the HQ Buildup. It's the 20 MP and the increased APs for distance to railhead that are the changes. The distance to railhead cost increase is reasonable, and is a compromise between what was being initially discussed, but I feel that the 20 MP distance is too short. A 30 MP range would be more reasonable, IMO.
User avatar
heliodorus04
Posts: 1653
Joined: Sat Nov 01, 2008 5:11 pm
Location: Nashville TN

RE: Soviets, do stop the German Panzers! My tips :)

Post by heliodorus04 »

ORIGINAL: Klydon

I don't mind a minor tweak (like the increased command cost based on divisions in the corps), but 20 MP seems like a pretty short leash. 
+1

Why use HQ buildup if you're already getting the re-supply bonus that comes from being 10 hexes/25 movement points from the rail?
Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader,
Reading: Masters of the Air (GREAT BOOK!)
Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game
Painting: WHFB Lizardmen leaders
User avatar
Tarhunnas
Posts: 2999
Joined: Thu Jan 27, 2011 10:19 am
Location: Hex X37, Y15

RE: Soviets, do stop the German Panzers! My tips :)

Post by Tarhunnas »

ORIGINAL: JAMiAM

ORIGINAL: Klydon

I don't mind a minor tweak (like the increased command cost based on divisions in the corps), but 20 MP seems like a pretty short leash. 
That cost has always been part of the HQ Buildup. It's the 20 MP and the increased APs for distance to railhead that are the changes. The distance to railhead cost increase is reasonable, and is a compromise between what was being initially discussed, but I feel that the 20 MP distance is too short. A 30 MP range would be more reasonable, IMO.

Yeah, I would agree on that. I have thought that HQ buildup is too good in the present verison, delivering 48 MPs to the units in question for little cost except some trucks run down, which the German can afford if it is not overused, but 30 MPs and a corresponding increase in cost seems more reasonable. I would also have liked to see some reduction in the MPs achieved, perhaps varying between 30 and 50 or so depending on how long the supply path is.
------------------------------
RTW3 Designer
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Soviets, do stop the German Panzers! My tips :)

Post by Sabre21 »

Guys
 
I have already tested this out and there is no real impact from how build-up is used other than it helps prevent very deep penetrations that allow for capturing Moscow or other places like that very early in the game or making encirclements half the size of the Ukraine.
 
The increased cost is negligible, especially if you are near a rail head. The 20 mp distance is from the rail head to the Hq. You can have units 5 additional hexes beyond that. So on turn 4 an Hq can be next to Pskov or at the land bridge in the center or 4 hexes east of Vinnitsa in the south. Previously you could do build-up 4 times a turn pretty easily, now it is 3 times if you are max range from a rail head, still 4 if you are sitting on it.
 
The gamey use of it has been brought more under control, although not completely, while still allowing for it to be used pretty regularly.
Image
User avatar
Tarhunnas
Posts: 2999
Joined: Thu Jan 27, 2011 10:19 am
Location: Hex X37, Y15

RE: Soviets, do stop the German Panzers! My tips :)

Post by Tarhunnas »

ORIGINAL: Sabre21

Guys

I have already tested this out and there is no real impact from how build-up is used other than it helps prevent very deep penetrations that allow for capturing Moscow or other places like that very early in the game or making encirclements half the size of the Ukraine.

The increased cost is negligible, especially if you are near a rail head. The 20 mp distance is from the rail head to the Hq. You can have units 5 additional hexes beyond that. So on turn 4 an Hq can be next to Pskov or at the land bridge in the center or 4 hexes east of Vinnitsa in the south. Previously you could do build-up 4 times a turn pretty easily, now it is 3 times if you are max range from a rail head, still 4 if you are sitting on it.

The gamey use of it has been brought more under control, although not completely, while still allowing for it to be used pretty regularly.

Sounds good. I must admit we are sometimes a bit prone to crying out about changes before we have even tried them in this forum. I certainly think this is a step in the right direction, and Ii am looking forward to trying it.
------------------------------
RTW3 Designer
Post Reply

Return to “The War Room”