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mevstedt
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by mevstedt »

ORIGINAL: Schmart

Regarding fixed withdrawls and that units should stay if things are worse, well the reverse can also be said. Who's to say Normandy or the Italian Campaign must proceed historically? Maybe those fronts could have collapsed sooner, or gone wrong quicker, etc, so that now OKH withdraws MORE units from the eastern front or has to withdraw them sooner.

As long as the game is modelled around historical outcome and it uses historical OOB (including historical withdrawals) you have to assume that any part of the war that is not specifically modelled in the game is progressing historically. For example, if the italian campaign would indeed go worse than historically, how come the Italians surrender on queue?

You can never expect the OKH to withdraw more units based on a "what if scenario"/ahistorical event when the game is supposed to be balanced in a way as to follow history somewhat. Otherwise we have to take into consideration a whole lot more such as for example "what if the japanese had invaded soviet union? lets withdraw half the soviet army and throw it out of the game!".

Essentially there is a difference between a "what if?"-scenario and a historical scenario using historical data taking into account ahistorical outcomes (such as allowing to override a nonsense withdrawal).

But I guess its ok to rebalance the game if the axis ends up in Leningrad and/or Moscow in 41 since that is clearly all because of game balance but it's wrong to do anything about the game if the russians are 50 miles from Berlin in 44?
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Peltonx
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by Peltonx »

The truth is the only major pockets formed during the 41/42 blizzard were germans pocketing Russians.

If the only reason for the Middle Earth blizzard is to balance out other bad parts of the game then its just a bad reason to add fiction to a historical game.

At some point 2by3 needs to address this sillyness.

Middle Earth weather effects should not be part of an historical game.

Nerf the +5 magic boots the SHC troops get to ware during December - February, also the windlords horse shoes need to be removed from the cav or is it windlors tracks from the lt tanks?

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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by Schmart »

ORIGINAL: terje439
Well, never seen Yanks or Brits outside Berlin, but HAVE seen the USSR there [:D]

No, it is a good and valid point, and ofc a problem with games that deals with one single theathre. However, I am not saying that units should not withdraw at the given dates, but if say the USSR has taken Warsaw in -43, I think units should be kept in the east. And that was my initial post about this, "Unit XXX will withdraw at turn YYY unless condition ZZZ is in effect, in which case it remains"

I understand, but again, could we not also say that if the Germans occupy Lenningrad and Moscow, OKH would withdraw troops because things seem about wrapped up in Russia? Historically, the Germans did gear down a bit and start withdrawing/disbanding units in late 1941 because it looked like the Russians were close to collapse. So if the Axis capture and hold Moscow (or maybe better yet, if the Russians fall below 4 million men) meaning that the Axis are doing better than historical, then why shouldn't 3rd Panzer Army be sent to North Africa to help Rommel's drive to the Suez as a Russian collapse appears iminent? Of course the reverse is again possible: Rommel succeeds and OKH sends the Afrika Korps to the Russian Steppes...or Wacht Am Rhein succeeds in 1944, 21st British Army Group is annihilated and 1st Para Army is freed up for the east!

Also, it brings up gamey possibilities. Now the Russian player knows the Germans get to keep extra units if Warsaw falls before 1944, so he deliberately lets the Germans hold Warsaw to trigger those scheduled withdrawls... A gamey and non-historically plausible strategy.

One thing I would like to see with the scheduled withdrawls is a bit of variability, say withdraw +/- 5 turns, or something, so that players don't necessarily know exactly when a unit is schuduled to withdraw. Another idea someone brought up a while back was having holding boxes, where a player must keep XXX value CV units, or take a VP hit, or something like that. It's a good idea to spice up the withdrawl system, but it can be so situation specific and complex that it would be difficult to replicate a robust system. And then, how does an AI control it...

Personally, I've always figured that if I was doing better or worse in game, then in my mind I logically conclude that my other off map fronts are going similarly as good/bad also, so that they (psychologically) cancel out, and any pre-scripted withdrawls or other in game events are simply matched to other fronts. Example: Warsaw falls in 1943 and a couple SS Divisions are withdrawn a couple turns later? I would think "Well, damn, the Italian Front obviously had a really bad collapse and the Allies are close to crossing the Alps, and holy crap, the war is really going bad for us right now!" [:)] I guess I just roll with it and have a little historical fun with it at the same time. No biggie.
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by mevstedt »

ORIGINAL: Schmart
Also, it brings up gamey possibilities. Now the Russian player knows the Germans get to keep extra units if Warsaw falls before 1944, so he deliberately lets the Germans hold Warsaw to trigger those scheduled withdrawls... A gamey and non-historically plausible strategy.

This could be a very possible scenario if such a rule would be too simple which, is in my case, I'd base it more on certain triggers and then do a front ratio calculation closer to what the AI uses to decide whether it should be offensive or defensive (to prevent a lone russian cav unit strolling into warsaw triggering a situation where no german units are ever withdrawn). Or the other way around, what about the germans trying to force a soviet unit from the Bialystok pocket of -41 to retreat into warsaw to trigger it so he will get to keep all the SS-panzers :P.

A short example of how it could work in theory: The "emergency threshold" starts to be calculated when one of a set of triggers happen such as a romanian surrender prior to some date (6/43 for example) or if the russians capture warsaw say in summer 43 and so on. Once it has triggered the "threshold" is calculated as a ratio between combat units of the axis vs soviets and if the value is too scewed it would (preferebly) postpone withdrawals up until the point when the front line has stabilized, this does ofcourse not mean that the front line ratios should be equal before postponed units would withdrawn but rather just play a role up until a point when a satisfactory (semi historical) ratio have been reached.

Anyway, in essence this is a rule to cover for ahistorical cases just as there are rules written that handle ahistorical cases like Romanian/Hungarian surrender rules or the "Axis takes Leningrad so finns can assume offensive operations" rule.

As for the soviet situation it would require a different ruleset, including the "what if the germans hold both Leningrad/Moscow" case because the soviets are in an emergency from the get go on June 41. As an aside though I have played strategy games with conditional arrivals/withdrawals such as "if the germans control this/these locations on or after this date these units are released/withdrawn etc" and so on (with conditionals for some russians as well). Most of the time I believe the scenario designers (in this game) implement these cases with the use of frozen units such as transcaucasus front/italians in yugoslavia and so on.
ORIGINAL: Schmart
One thing I would like to see with the scheduled withdrawls is a bit of variability, say withdraw +/- 5 turns, or something, so that players don't necessarily know exactly when a unit is schuduled to withdraw. Another idea someone brought up a while back was having holding boxes, where a player must keep XXX value CV units, or take a VP hit, or something like that. It's a good idea to spice up the withdrawl system, but it can be so situation specific and complex that it would be difficult to replicate a robust system. And then, how does an AI control it...

The holding box is actually something I have been thinking about as well, mainly since when I play Axis I end up in a situation where I prioritize units that will not be withdrawn above those with withdrawal dates. This plays a role in many ways but for example if I have two divisions lined up for a simple attack in the early campaign (ie knowing I will win), which unit should I attack with if I have to choose? Then if one has withdrawal date and the other do not, then I will hope the morale boost goes to the unit that will remain on the mapboard over the course of the game. The same goes for withdrawal of panzer/motorized units during blizzard for example, it's like: Which units are not being withdrawn? Ok, those... Send those home to germany and the rest can spend the winter in russia.

I recognise this to be somewhat gamey as it uses knowledge I should not historically have and would probably have been better off with the example of a withdrawal box where I need to move a certain type of unit into before a specified date or just randomize the withdrawal overall as in "1 panzer division should get removed, pick one at random and do it fast!!". Point is, by knowing which exact unit is to be withdrawn and when, I have knowledge that my counterpart in history did not have and I can use and abuse that knowledge in several ways. Another example being the reduction of max TOE% 6 turns before withdrawal dates or the commitment of units that are to be withdrawn in "banzai" like kamikaze attacks, the Italians in 1943 followed Bushido, didn't they? Mine do anyway... [;)]


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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

Turn 32

Overall
God I hate Blizzard (no, not the makers of WoW....Well them too actually [:D]).
Anyway, we keep falling back, but this turn I cannot move back more than one hex, so the number of USSR attacks should be higher next turn. It was either that or lose half AGS...
The USSR made 8 attacks, resulting in 3 helds, 4 retreats and 1 surrender, while we made two attacks, scoring 1 held and 1 retreat. Oh, and we scared a partisan as well.

Losses
USSR : 42.000 troops, 218 guns, 74 AFVs, 37 AC.
Axis : 55.000 troops, 285 guns, 21 AFVs, 14 AC.

Units lost
162nd Infantry Division

German pools
Manpower : 26
Vehicles : 159.561
Armaments : 150.976
Hiwi : 3
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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

ORIGINAL: Schmart
ORIGINAL: terje439
Well, never seen Yanks or Brits outside Berlin, but HAVE seen the USSR there [:D]

No, it is a good and valid point, and ofc a problem with games that deals with one single theathre. However, I am not saying that units should not withdraw at the given dates, but if say the USSR has taken Warsaw in -43, I think units should be kept in the east. And that was my initial post about this, "Unit XXX will withdraw at turn YYY unless condition ZZZ is in effect, in which case it remains"

I understand, but again, could we not also say that if the Germans occupy Lenningrad and Moscow, OKH would withdraw troops because things seem about wrapped up in Russia? Historically, the Germans did gear down a bit and start withdrawing/disbanding units in late 1941 because it looked like the Russians were close to collapse. So if the Axis capture and hold Moscow (or maybe better yet, if the Russians fall below 4 million men) meaning that the Axis are doing better than historical, then why shouldn't 3rd Panzer Army be sent to North Africa to help Rommel's drive to the Suez as a Russian collapse appears iminent? Of course the reverse is again possible: Rommel succeeds and OKH sends the Afrika Korps to the Russian Steppes...or Wacht Am Rhein succeeds in 1944, 21st British Army Group is annihilated and 1st Para Army is freed up for the east!

Also, it brings up gamey possibilities. Now the Russian player knows the Germans get to keep extra units if Warsaw falls before 1944, so he deliberately lets the Germans hold Warsaw to trigger those scheduled withdrawls... A gamey and non-historically plausible strategy.

One thing I would like to see with the scheduled withdrawls is a bit of variability, say withdraw +/- 5 turns, or something, so that players don't necessarily know exactly when a unit is schuduled to withdraw. Another idea someone brought up a while back was having holding boxes, where a player must keep XXX value CV units, or take a VP hit, or something like that. It's a good idea to spice up the withdrawl system, but it can be so situation specific and complex that it would be difficult to replicate a robust system. And then, how does an AI control it...

Personally, I've always figured that if I was doing better or worse in game, then in my mind I logically conclude that my other off map fronts are going similarly as good/bad also, so that they (psychologically) cancel out, and any pre-scripted withdrawls or other in game events are simply matched to other fronts. Example: Warsaw falls in 1943 and a couple SS Divisions are withdrawn a couple turns later? I would think "Well, damn, the Italian Front obviously had a really bad collapse and the Allies are close to crossing the Alps, and holy crap, the war is really going bad for us right now!" [:)] I guess I just roll with it and have a little historical fun with it at the same time. No biggie.

Hmm, rested and after some hours of sleep, I agree with what you are saying, but I am still on the "not a fan of scheduled withdrawals in GG games"-side [;)]
The entire problem arises as a game goes really askew from RL events. And let us be honest, the USSR does not have to follow those rules. Want an all out mechanized army? Be my guest. Want nothing but cavalry? Sure, go ahead.
Not saying that would be a CLEVER thing to do, but you can do it [;)]

But, there will always be something some people (like me) will never be happy about I suppose (like my 250 Tigers standing outside the factory not to be deployed to the worn down panzer divisions because Tigers are for heavy tank companies only [:D]).


Terje
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Tophat1815
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by Tophat1815 »

What is the breakdown so far on your divisional losses for blizzard?

It's still far better than the 20+ you lost last game!
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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

ORIGINAL: Tophat1812

What is the breakdown so far on your divisional losses for blizzard?

It's still far better than the 20+ you lost last game!

3, and think I will lose atleast another 3...

Terje
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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

Turn 33

Overall
The number of lost divisions is doubled this turn, as we lose another 3...
The USSR manage 12 attacks this turn, scoring 10 retreats and 2 surrenders, while we score 1 rout with our one attack. We also hunt down a partisan (well, actually we retreat into a partisan [:D]).

Losses
USSR : 14.000 troops, 188 guns, 170 AFVs, 44 AC.
Axis : 80.000 troops, 667 guns, 53 AFVs, 13 AC.

Units lost
The 76th, 126th and the 198th Infantry Divisions are all lost this turn.

German pools
Manpower : 5
Vehicles : 161.417
Armaments : 168.144
Hiwi : 9




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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

Turn 34

Disclaimer
Sorry for the short postings, but during Blizzard there just is not much to post, as it is all about falling back. But if there is something in peculiar you want to see, just ask.

Overall
Has to be considered a good turn for the Axis considering it is Blizzard. The USSR launched more attacks than earlier, but they ended up losing more troops than me. 24 USSR attacks resulted in 9 helds, 14 retreats and 1 rout, while our 1 attack scored a rout. We also ran into 2 partisans and forced them to flee.
Apart from that, nothing major happening, we fall back where we can (which is starting to be in only a handful of places), and the USSR keeps pushing...Thankfully the Blizzard is coming to and end...
The bad news is ofc that we are now back at T2 locations (T1 in some places) [8|].

Losses
USSR : 65.000 troops, 411 guns, 122 AFVs, 73 AC.
Axis : 53.000 troops, 293 guns, 15 AFVs, 19 AC.

German pools
Manpower : 0 [:(]
Vehicles : 164.253
Armaments : 180.019
Hiwi : 6



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randallw
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by randallw »

Well the good news is, anything your troops accidentally dropped or left behind at the start line, they can retrieve it now.
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terje439
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Post by terje439 »

ORIGINAL: randallw

Well the good news is, anything your troops accidentally dropped or left behind at the start line, they can retrieve it now.

[:D]
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Tophat1815
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Post by Tophat1815 »

Your army is also in much better shape than it was in the last game. You can actually attack in 42' and might be able to defend in 43'.
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Post by Schmart »

ORIGINAL: randallw

Well the good news is, anything your troops accidentally dropped or left behind at the start line, they can retrieve it now.

"Hey look guys, I found my watch that I dropped in the bushes last time we were here!"

That should be good for at least a 5 point morale boost to the troops [;)]
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terje439
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Post by terje439 »

ORIGINAL: Tophat1812

Your army is also in much better shape than it was in the last game. You can actually attack in 42' and might be able to defend in 43'.

True, although I will not make a headcount untill the Blizzard is all gone tbh. I fear I might still lose more units. Oh, I'll defend in -43 for sure, the question is wether I am still doing so in -44 [:D]



Terje
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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

ORIGINAL: Schmart

ORIGINAL: randallw

Well the good news is, anything your troops accidentally dropped or left behind at the start line, they can retrieve it now.

"Hey look guys, I found my watch that I dropped in the bushes last time we were here!"

That should be good for at least a 5 point morale boost to the troops [;)]

Hehehehe yeah something like that. Not to mention that mail should have an easier time getting to the front units, that ought to be another +10, shorter way for foodstuff to travel as well, another +5, same goes for news, +5.
Heeeey! My guys should have morale at 100% come spring [:D]


Terje
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terje439
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

turn 35

Overall
Thought I would try something new during blizzard, so I made more attacks than the USSR this turn [:D]
The USSR launched 11 attacks for a result of 3 helds and 8 retreats, which we countered with 12 attacks, gaining us 4 helds, 7 retreats and 1 rout.
Intel from the Kremlin indicates that no USSR Guard units have been created so far. This is good news.
Better news still, is that HQ in Berlin reports mud in the streets [&o].

Losses
USSR : 70.000 troops, 593 guns, 161 AFVs, 66 AC.
Axis : 43.000 troops, 256 guns, 55 AFVs, 7 AC.

German pools
Manpower : 251
Vehicles : 165.786
Armaments : 193.700
Hiwi : 5
Virtual Adolf has issued a decree, telling all factory workers to go home and spend the day with their wifes, but we fear they will turn up at work nevertheless. We could really need some more people to wage war with.




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AFV
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by AFV »

Terje:
I skipped forward but I wanted to respond to your concerns about CV not being accurate. Here is a good way to think about it, at least it works for me,
1) CV is calibrated for deliberate attacks. If you are doing a hasty, divide your own CV by 2. Then think of the die roll range as possibly dividing your CV by 2 again (sure, it could be even more severe- or it could multiply your CV by two, but you want to think of the range of possibilities).
2) Due to the way CV is displayed, if you see a 1, that could easily be a 1.9. (sure, it could also be .5- again just thinking of the range of possibilities here).

So, in the case of an 8 CV unit attacking a 1 CV unit: If you decide to do a hasty, think of it as only 4:1, right off the bat. Worst case the CV is closer to 2 than 1- so your 4:1 has a worst case chance of only being a 2:1. Then think of the die roll range as bring that down by half again to 1:1 (again, worst case). So my evaluation of this attack, all other things being equal, would be that doing a hasty, I would give it (roughly, as all things concerning odds in WiTE are) a 50% chance to fail. Doesn't mean I would not do it, but if I did and it failed, I would not be shocked.

Also, take into account the size of the unit (brigage, division, corp). A russian division and brigade side by side might both show a CV of 1, however we know their CV is not equal, its just displayed that way.
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terje439
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Post by terje439 »

Yeah, I know, but it takes some getting used to, and I find it rather hard to adjust to it tbh, but that is probably just me.
From 8:1 to 1:3 is a long way no matter, but I am getting used to it by now, still not happy about it though [;)]

Terje
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RE: What?! Seriously?! You are back for more??? No Oloren!!

Post by terje439 »

Turn 36

Overall
Well, there is a blizzard in Belrin again...
The USSR launched 24 attacks this turn, scoring 8 helds and 16 retreats. We manage to take a step back in most areas this turn, so hopefully fewer USSR attacks, or more held results next turn. We were satisfied scaring a partisan.

Losses
USSR : 80.000 troops, 630 guns, 181 AFVs, 172 AC.
Axis : 45.000 troops, 295 guns, 10 AFVs, 13 AC.

German pools
Manpower : 0 (yup, they did go to work last turn after all)
Vehicle : 169.346
Armaments : 206.332
Hiwi : 1




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