1.11.03, 1941 Campaign, SU 213th Motorized

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RE: 1.11.03, 1941 Campaign, SU 213th Motorized

Post by DeletedUser1769703214 »

ORIGINAL: thedoctorking

Another illustration of why there needs to be some sort of semi-free deployment in this game. When experienced players know where every Soviet division is, and can debate opening moves with chess-like precision, it takes something away from the game imho.

It is called “the editor”. Just get your partner to agree to it then have a game. Been discussed a few times before. Or have an agreement on dos and donts in your game. All have been talked about in the past in other threads. I applaud the gentleman in asking questions and figuring out the moves. It will make him a better player in the end.

Now having said that I can pretty much play a game now without any pocket in the south and win the game. I don’t have to move more than 6 hexes on the first turn below the Rovno hex line and let the Soviets use the units however they want. Matter of fact I don’t need to make any pocket at all anywhere on the map the 1st turn. But I can’t lose my experience which would detract from the game with my chess like moves. Thus it is good to pass on this information to any that would like to learn.
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Telemecus
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RE: 1.11.03, 1941 Campaign, SU 213th Motorized

Post by Telemecus »

ORIGINAL: HardLuckYetAgain
Who said I would play Germany again ;-P

Who said they would not play again? [:D]
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thedoctorking
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RE: 1.11.03, 1941 Campaign, SU 213th Motorized

Post by thedoctorking »

ORIGINAL: HardLuckYetAgain

ORIGINAL: thedoctorking

Another illustration of why there needs to be some sort of semi-free deployment in this game. When experienced players know where every Soviet division is, and can debate opening moves with chess-like precision, it takes something away from the game imho.

It is called “the editor”. Just get your partner to agree to it then have a game. Been discussed a few times before. Or have an agreement on dos and donts in your game. All have been talked about in the past in other threads. I applaud the gentleman in asking questions and figuring out the moves. It will make him a better player in the end.

Now having said that I can pretty much play a game now without any pocket in the south and win the game. I don’t have to move more than 6 hexes on the first turn below the Rovno hex line and let the Soviets use the units however they want. Matter of fact I don’t need to make any pocket at all anywhere on the map the 1st turn. But I can’t lose my experience which would detract from the game with my chess like moves. Thus it is good to pass on this information to any that would like to learn.

Thanks, HLYA, that's a good idea. I may try that in a future game - you use the editor as the Soviet player with some limits to place your units, send the file to the Axis player, who can do the same thing, benefiting from his superior intelligence on Soviet deployments. Might make for a very interesting Barbarossa.

What would be good limits? I was thinking something like:
- no unit moved more than 5 hexes
- every frontier hex in a ZOC of a division
- nobody reassigned from army to army
- keep the same commanders
- units in rear area military districts have to remain where they are
- SU freely redeployed within fronts
- air units have to remain on the same bases that they were originally assigned to (though the bases could move up to 5 hexes like other units)
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