ORIGINAL: Kronolog
Is there any possibility that you will extend the map all the way to Murmansk in WitE 2, and include the units fighting there?
I too would like to know that. Opens some interesting what-ifs, and does justice to Finland's effort.
Moderators: Joel Billings, elmo3, Sabre21
ORIGINAL: Kronolog
Is there any possibility that you will extend the map all the way to Murmansk in WitE 2, and include the units fighting there?
ORIGINAL: morvael
Yeah, it would be a waste not to use this area, but there is a precedent: both WitE and WitW shows part or all of the Balkans, yet you can't invade there and fight.
ORIGINAL: Joel Billings
At the moment we are planning on including the entire Finnish front, but it's very early in development. There are some real issues with including all that land in the north. We may have to allow on map battalion sized units (like we do in African scenarios in Torch) in the far north as the AI won't do well if it is not able to build some kind of a line. In fact the political rules/restrictions and the limitations on the AI will probably be pushing us hard in this area. Bottom line is we'd like to include it, but we also have to build a game the AI can play.
ORIGINAL: Joel Billings
At the moment we are planning on including the entire Finnish front, but it's very early in development. There are some real issues with including all that land in the north. We may have to allow on map battalion sized units (like we do in African scenarios in Torch) in the far north as the AI won't do well if it is not able to build some kind of a line. In fact the political rules/restrictions and the limitations on the AI will probably be pushing us hard in this area. Bottom line is we'd like to include it, but we also have to build a game the AI can play.
ORIGINAL: sillyflower
Here's my penny's worth in no particular order whilst I await the .05 hotfix
1 Map scope fine for campaign game. Any more and you are up against the law of diminishing returns both in game terms and also impact on limited design time better spent on more key areas.
2 I like the idea of increased MPs for going over hexes fought over in player's turn. Worked well in Next War. It meant that it took my Soviets 3 or 4 turns to crush NATO rather than 2 or 3. Does not have to be the same for both sides all the time. For eg, it could dis-applied to Germans' for T1 and ?T2, and the impact on Russians diminish later on as they got more skilled.
3 Combat system needs revamp. Massive complexity under the hood which doesn't really affect the end result - or that's what it seems to me anyway.
4 Losses. I understand the arguments for but we need a game that works. As has been written, losses are low vs history, but there were many in uniform not in game so their losses are invisible in game. Also, I imagine that many RL casualties have short term injuries ie less serious than WiTE's disabled category. I have just got, but not yet read, 'The Rzhev Slaughterhouse' by Svetlana Gerasimova. In it she says that over 15 months the Red Army lost 2 million casualties -just over 30K per turn in WiTE terms, which would be unworkable.
5 An end to super ants. This was a very irritating problem in GG's excellent predecessor game and surprisingly/sadly also WiTE itself. Suggest some sort of overrun rule where MP cost for divs/corps attacking ants is removed/diminished and whereby ants take the big losses instead of the attacking bigger unit(s). David v Goliath only happened once, and then only because there was just 1 Goliath.
5 Supply. I don't have any original ideas but I've always thought HQBUs were a ludicrous, if necessary, fudge. WiTW seems to be much better, tho' that's only from what I have read about it.
6 To make russians attack in early stages - why not make it a requirement? In the old (SPI?) board game 'Objective Moscow' I think Warsaw Pact had to make X attacks in each of the 1st 3 turns at a minimum of some odds ratio.Failure to do so meant instant loss of game. I also used to have a large East front board game, ? name but made in about 1990, of '41 Southern front where there was also a requirement for soviets to make X attacks in first y turns. Failure meant a morale penalty or something, or it might have meant russians got some reward for achieving the target number. The point is that it can be very simple to impose such a requirement or make it something the Russian will want to do.
7 You could do the same to replicate Hitler's 1st winter 'stand fast' order.
NB These last 2 might be better as options (or more sensibly combined a single 'historical' option) as not everyone will like them.
8 I like the idea of VPs per objective per turn held. Easy enough for a computer to do as it will encourage the holding of ground for real strategic/political reasons that players do not currently have to consider.
9 Get Jison to do the map