Rule Debate. What is a mule.

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MikeB
Posts: 229
Joined: Wed Oct 30, 2002 7:04 am
Location: Ottawa Canada

For ED :

Post by MikeB »

Thankyou Ed for your balanced reply.

I acknowledge that some technical usage of Mule HQ is improper. K62s comment about changing a unit's ID and redoing special supply was one i had not been aware of.

I will try to live with at least option A and C above and the above reference from K62. Option B and others ...as you fairly describe are for negotiation of players.

"master HQ Mule artist" is unlikely my experience with so few games. My only "bad" experience was loss of Kiev on turn 3...when i was in middle of special supplying and changing commanders. A level 3 commander with few ops points isnt very good. The game developed into a rout for my Russians.

The advanced HQ...ie closer to where combat korp/corp is moving toward...spent op points to get there...albeit perhaps in a past turn. This "investment" can perhaps be at risk if it is too far forward or poorly defended. ie. it can be captured.

Incidently, i have yet to see German fighters fly air defence of say Bremen or Lubek from OKW or OKH....but that is a whole new thread. Also, the air defence of Vienna - Budapest also seems difficult to implement(without assigning a German HQ nearby within 7 hexes).

Mike B
TDV
Posts: 117
Joined: Wed Nov 07, 2001 10:00 am

Post by TDV »

IMHO, it would be easier don't use the Special Supply at all.
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