ORIGINAL: heliodorus04
Nice post.
Starting toward the end, you're not as good a player as you need to be until you can beat the AI on normal in 1942. So in that respect, some of it is you,
Gee thanks. I'm gonna cry now. [:(]
j/k [:D] - I figured it was mostly me. I get my butt kicked the vast majority of time in regular strategy games against a friend of mine, so I'm no expert.
By the same token I was unsure about against another player, which is going to play better than the computer. So I was looking for the opinions of players who have played others, and are generally better than me.
but don't worry, we all failed that our first time or three. I set my 'proficiency goal' of taking Leningrad/Moscow/Kharkov/Rostov before blizzard, and from there it works out pretty well for you (well, this was under 1.03).
This is my goal as well, its taken a bunch of restarts (more than 2 or 3, I've lost count actually) but I think I'm getting there on my latest one. I was pretty close to the early July line, and I look to be on target - or better - for the September 1st line.
Klydon is right that Leningrad becomes the sine quo non focus of 1941 by virtue of the fact that it's the only geographic location that provides any tangible benefit. Unless something else becomes a reward for the German to own and hold, Leningrad is the only no-brainer of 1941.
Yeah, there really should be some other options there so that the first few months aren't so obvious. A morale bonus/ detriment for Moscow, and probably Stalingrad (I never have been able to figure out
why they want after Stalingrad, going south after the oil should have been a much better choice - although it was suggested in a book I was reading that they were slowly drawn that way, probably to distract them from the oil).
I agree very much that the opening moves of 1941 are both necessary and boring. The whole first turn for the German is pretty dull, with (at least speaking for me) looking at someone else's AAR first-turn moves and replicating them, trying not to move one single panzer division into the wrong hex.
Heh, yeah, that's about it. I found myself starting a new game on Friday, and half way through my first turn going "ugh", and then restarting from my previous game's first turn as it had been fairly decent.
Again, speaking for me, WitE is losing some of its luster because a properly played game by competent players of each side will see trench warfare develop in about 1943, with the Soviet looking at 100 turns of beating Germany with a slow, heavy club, and Germany trying to keep anything major from getting broken. I am starting to forecast a future in which games are only really fun until 1943 anyway, unless changes come along. Don't ask me what those changes should be.
Yeah, as soon as trench warfare settles in, it tends to become pretty boring. And it seems to be a fairly common result of East Front games.
There are some real problems in the absence of historical command and control limitations, I think. Both sides benefit greatly from hindsight of history, and from awareness beforehand of what is necessary to perform at peak efficiency.
Indeed. We know that prior to the winter the Soviets may as well not bother trying to counter attack at anything more than a lone - preferable flankable - unit. The Germans should try to to over-run Leningrad and not starve it out. On the same token, don't try to bite off the entire country its too far, so determine how far you can get and don't push beyond that. The Germans have to make some preparation for the winter, its not going to be business as usual. We know the best paths, we know roughly how well our units will perform today, etc., etc.
The game can certainly be fun, but there are caveats.