ORIGINAL: SigUp
All issues aside, the game is nevertheless quite good. It's complaining on a high level. Sure, replacement rate for both sides could be better, combat model could be better, air model could be better etc. But in the end it is a terrific game and if you can find a suitable opponent (like me right now with loki [:D]) it is very much enjoyable. The problem with the South is the surprise turn. The surprise turn rules does its job fairly good in the North and Centre, but in the South it enables the Germans to do too much. Then again, the South is a very tricky matter. If the Germans are limited to their historical June - early July gains, the Wehrmacht will barely make it past the Dnepr. A human Soviet player would never allow an Uman, not to mention a Kiev, to happen. My take on it is shown in my AAR. I have no problem with the Germans getting more than was historical possible to balance out the lack of pockets later on, but the mega Lvov opener just goes too far.
EDIT: A problem I have with a post T-1 start is that it fixes the deployment of the panzer corps. While I don't do the Lvov opener I still send a panzer corps from 2nd to 1st Panzer Group. I personally need 4 panzer corps in the south.
I agree with all of this - right now I keep trying to play other games only to come back to this one, warts and all. Just too much fun. As far as the T+1, my guess is that you could easily have 4-5 or more different T+1 deployments. There are more than enough willing players on the board to create a variety of start options that German commanders could select. Just a thought.













