My conclusions on game balance

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Badbonez
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RE: My conclusions on game balance

Post by Badbonez »

ORIGINAL: Oleg Mastruko

Has anyone won decisively as Allies vs decent human opponent?

Is that the true test of balance? Seems to me, to equally skilled players, playing mistake free, would get a draw if the game is balanced. Which is possible, even without Russia in the game.

And if the biggest problem with the double attack on Russia is the Auto Victory, turn it off.

And finally, I do think there has to be some consequence to Japan ignoring China and hitting Russia. China's production being produced every turn would be a suitable consequence without the overwhelming punishment of the US entering. China wouldn't be powerful enough to threaten Japan itself, but she would be more of a pain in Japan's ass.
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hakon
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RE: My conclusions on game balance

Post by hakon »

ORIGINAL: mike mcmann

I have to disagree with the "Russia is too weak to defend against both sides" complaint.

There are several methods than can be employed to counter a dual thrust into the Soviet Union.

1) Strengthen SU infantry, AA, Arty as opposed to tanks. This pretty much nullifies Jap infantry.

Teching up soviet infantry is darn expensive, due to the high number of them, and they will _still_ loose most of them during the suprise impulse. Artillery is much better in my experience.
2) DO NOT try to defend in the east. Let them come to Central Siberia and stop them there. The Japanese will have to build rail and transport troops on a weak rail network while your Ural factories are right there.

With just one more level of heavy bomber tech, japan can paradrop into an empty central siberia on their surprise turn. Nothing you can do about that. See my post above. They will then rail in 6 units there at once, before you can react. Taking out central siberia has the triple benefits of getting resources quickly, being able to defend in one of the best defensive areas on the game, and making sure that nothing in irkutsk will retreat.
3) If necessary Rail your Ural factories into the Caucus to protect them from Japan, and Germany for that matter.

Do you really think it is realistic for the allies to win, if russia looses the urals to Japan? No point in having more than 2 factories there, anyway, as that is the number of resources you will get in that case. Also, the urals have the very significant disadvantage of being within range of german bombers stationed in rumenia (even the tac bombers and range 2 fighters).
As a side note - the point of contention mainly is that Japan has not the resources to be everywhere. If they are in Russia in strength, with advanced land tech, then they DO NOT have air and sea tech for fighting the US. The allies need to plan in advance for this and prepare to hammer them for this over sight. A Japan in Russia should be a relatively easy conquest for an active U.S. player.

For Japan it is sufficient to hold central siberia, and grab any unprotected territory adjacant to it. This will take away 6 production from Russia, give the same directly to Japan, as well as denying the USA the 18 extra production they get from a dow by japan. The net effect of this is much greater than the about 12 resources Japan can hope to get from the pacific islands.

Additionaly, the russian resources are very easy to transport to Japan, requiering only 1 transport. This means that an american sub war will be much less effective vs Japan.

Any change to strengthen Russia would simply make it more difficult for the axis by basic logic. Then we would have people clamoring to make Germany tougher.....then the allies stronger....then Japan tougher.....then China....etc.....etc....and on, and on... Point is, the game is well balanced now. I have not, in over a couple dozen PBEM games, seen any overwhelming advantage or disadvantage for any side.

I agree with this. I belive the game is pretty balanced if Japan does not attack Russia. (Though I havent played enough to be certain of this.) What I am trying to achieve, is for russian force setup to make sure that Japan is not able to take much land from Japan during their surprise turn. If the USSR can hold Central Siberia, and conserve most of the forces that normaly dies from the first Japanese attack, i think the benefit of attacking Russia is more or less gone. (A Russia that remains reasonably strong, will crush Japan in the endgame, unless Japan puts no resources into the fleet).

Idealy, for the Japanese to attack Russia, should be a gambit, one that is attempted in 1 out of 3 games at the most. (Both trying to take out China, and doing a historical pearl harbor should be at least as common, imo.).

Since the russian infantry evasion starts at 4, japan can knock out most of russia's infantry on the turn they attack. That is why i would like ot see more Russian armor in irkutsk (the key area), and also some way to deny Japan the paradrop in central siberia. With tanks in irkutsk, Russia will inflict serious losses on Japan, while Japan will have trouble harming the tanks. With a full force attack on irkutsk, the tanks would probably be forced to retreat anyway, which is why a para in central siberia is a threat.

In real life, the russians did in fact have have some of their best forces stationed north of manchuria (mongolia, irkutsk and central siberia, in game terms), led by Zhukov. These were experienced from the 1939 "incident" when russian forces had repelled the japanese manchurian army. In 1941, some 2200 russian tanks were stationed in the area, of which about 1000 were brought to europe when the germans attacked. Also, these units, under the leadership of Zhukov, were familiar with war of manouvre, while russian forces in europe had not learned this lesson to the same extent. I have no problem with these representing 2-3 amor units.

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Oleg Mastruko
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RE: My conclusions on game balance

Post by Oleg Mastruko »

ORIGINAL: Badbonez

ORIGINAL: Oleg Mastruko

Has anyone won decisively as Allies vs decent human opponent?

Is that the true test of balance? Seems to me, to equally skilled players, playing mistake free, would get a draw if the game is balanced. Which is possible, even without Russia in the game.

And if the biggest problem with the double attack on Russia is the Auto Victory, turn it off.

And finally, I do think there has to be some consequence to Japan ignoring China and hitting Russia. China's production being produced every turn would be a suitable consequence without the overwhelming punishment of the US entering. China wouldn't be powerful enough to threaten Japan itself, but she would be more of a pain in Japan's ass.

Have you read whole of my post? Yes, that would be the test if played between equally skilled players. In my experience between equally skilled players, Axis will win.

I never said "the biggest problem with the double attack on Russia is the Auto Victory". In fact quite the contrary:

a) When Axis I always play to get PP AV, and (so far) I always do, and I do that minimizing the trouble in Russia, usually taking just 2-3 Russian provinces. IF (and note I say IF) there is problem to this strategy, it has nothing to do with Russian vulnerability "per se". I don't even play on Russian vulnerability when playing this.

BTW I think PP AV is too easy, so in my mod raised the bar to 72 PP, but again it has nothing to do with Russian vulnerability which is different problem.

b) Players who capitalize on Russian vulnerability and do the double pronged attack (at least those players I play against [:D]) apparently forget the auto victory exist and keep on beating Russia and prolonging the Russian agony, not even repairing factories and resources, needed to win on AV. Yes, of course with a bit of effort they could win on AV too, I guess... they don't need to. With Russia reduced to 3-4 provinces WA can't win the war alone (as defined by victory terms in WAW).

Finally, I find it very funny that some here try to solve the problem of *Ruzssian* vulnerability by suggesting China production boost, or early USA entry. Hello? I don't think China or USA are the problem - Russia is. And I don't think it would be very realistic China production would magically raise because Russia is attacked, or that US would go to war to help commies.

Russia needs to be made stronger and that's all. Not really stronger as in "more units", but more resillient. It can be achieved by:

a) shuffling some factories and resources in Caucasus and Far East
b) (count this as a new idea) keeping Romania frozen until the Barbarossa starts - this will prevent German attack being launched from there on the first turn

O.


O.
Voice of Reason
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I have a question.

Post by Voice of Reason »

Has anyone while playing Russia tried building all tanks save for 6 production points on the first turn and tech in evasion and ground attack for tanks? I played a game as the russians yesterday against the AI and took western germany in fall of 43 as the soviets with a pure tank build/tech strategy. Not sure how good that works in a human game though.

To think I was coming here to see if there were any observations on actually reducing the evasion rating of the Russian tank by one :)
daskomodo
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RE: My conclusions on game balance

Post by daskomodo »

If I may wade into this debate.

I am loathe to say a change in design is needed unless the opposing player (i.e. Allies/Russia) has an minimal chance of opposing a victory. If, regardless of the Allied/Russian/Chinese moves, we always wind up with an "automatic" automatic victory after a 2-front Russian war, then yes, the system is broken. But have we exhausted all possibilities of moves/counter-moves yet?

My experience has been that Japan can certainly grab a lot of territory with a surprise invasion of Russia (grabbing 5 Russian territories in one turn), but has a hard time to rebuild those resources and hold onto them. Meanwhile, China is usually facing weak Japanese garrisons and the US faces a weak naval Japan (US subs aren't that useful in this situation for instance). Japan is using a high-risk strategy, if it doesn't pull it off, it probably won't survive for very long.

Also, it is always hopeless for the hapless Russian? Does Germany require better than historic performance to put the squeeze on Russia (say, by having German troops in/near Persia)?

Can I ask, using the current rules, to discuss based on a common world situation? We can tweak it as we go along, but I'm getting the impression we're all talking from different experiences, so it might be nice to get on the same page (or at least something that's close enough)

Ideally, it would be an alternative 1941 scenario (the turn or the one after of a 2 front invasion of Russia). A snapshot of the tech status, unit strengths and positions. I'd do it myself, but I suck at modding.
hmsmystic
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RE: My conclusions on game balance

Post by hmsmystic »

A good, coordinated attack on russia is more or less an assured victory, little doubt about that. By researching one level of long range heavy bombers, Japan can take out Central Siberia on the surprise turn, viping out all forces in both irkutsk and vladivostok. Railing in reinforcements to central siberia more or less assures a major japanese resourse grab, directly affecting russian production, and accessing all of russia's siberian territory.

IMHO, a simple way to correct this type of "game imbalance" is to limit rail capacity. This is a similar solution to the "Italian gambit", instead involving rail capacity rather than transports.

It just feels like an expoit to take a territory, and in 3 months time rail (or transport) every unit on the rail line (or bordering your "transport chain") halfway across the world, limited only by the rail capacity of the territory.

A proposal- half the rail capacity for conquered rail lines, or make repairs take effect the following movement phase.
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sveint
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RE: My conclusions on game balance

Post by sveint »

Quick comment:
Let them come to Central Siberia and stop them there.
Completely ahistorical - Japan would have struggled just to take Vladivostok historically.

If it was up to me I'd simply remove China's production penalty. I think China has been underestimated during and since WW2.
Badbonez
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RE: My conclusions on game balance

Post by Badbonez »

ORIGINAL: Oleg Mastruko

Have you read whole of my post? Yes, that would be the test if played between equally skilled players. In my experience between equally skilled players, Axis will win.

What have been the outcome of games where you played without auto victory?

I never said "the biggest problem with the double attack on Russia is the Auto Victory". In fact quite the contrary:

You may not have said this, but others have.

You seem to be saying that the Russian vulnerability and auto-victory are not related. But they are. The only reason japan invades Russis is because A) It is vulnerable (agreed!) and B) It's 6 easy resources towards auto victory. It's certainly easier to invade and hold territory in Russia than China. So I think they are related.
Finally, I find it very funny that some here try to solve the problem of *Ruzssian* vulnerability by suggesting China production boost, or early USA entry. Hello? I don't think China or USA are the problem - Russia is. And I don't think it would be very realistic China production would magically raise because Russia is attacked, or that US would go to war to help commies.

Well, whatever, it's a suggestion - sarcasm is unnecessary. You prefer your idea, naturally![:D] No problem there, but other ideas may work as well.
Russia needs to be made stronger and that's all. Not really stronger as in "more units", but more resillient. It can be achieved by:

a) shuffling some factories and resources in Caucasus and Far East
b) (count this as a new idea) keeping Romania frozen until the Barbarossa starts - this will prevent German attack being launched from there on the first turn

I do not disagree with your suggestions, they sound fine. Any change that is made should not stray to far from the game we have, and I think thatyour option A fits best. But what's wrong with the idea of increasing China's production to every turn, or every other turn even?
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Drax Kramer
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RE: My conclusions on game balance

Post by Drax Kramer »

The "problem" with Soviet Far East is the same one as the 1940 invasion of Northern Italy. The ahistorical OOB.

Soviet Far Eastern garrison (covering game territories of Vladivostok and Irkutsk) had 31 division versus 13 of Japanese Kwantung Army in Manchuria. Soviet Far Eastern divisions were at full strength, had better artillery and far superior tank formations. Soviets had superior army aircraft than Japanese and battlefield experience in kicking Japanese butts in Khalkhin-Gol.

In addition, Japanese knew very well that they could not continue the war in China without the oil and they also knew there were no known oil reserves in the Far East. So, if Japanese invade USSR they run out of oil within few turns. GGWAW has no separate oil resources which is odd, given the fact that monster grand strategic wargames have them for years.

Without oil, GGWAW Japanese can choose between taking 7 resources from Dutch or 6 from Russians while in reality they would never get further than perhaps 100 kilometres and stop for want of supplies.

A vision of Japanese Bettys carrying few battalions of paratroopers (because that's entire real life airborne component of Japanese armed services in December 1941) deep into Siberia and trying to control entire region is nothing short of ridiculous.

From the top of my head: remove Japanese airborne unit from the game, beef up Soviet Far Eastern garrison (addition of artillery is a must) to such level that Japanese player must abandon most of China to scrap enough troops to have some sort of hope of overcoming Soviet resistance.

I'll come up with more when I get myself more familiar with the game mechanics.

If this game does not put a serious logistical and manpower problems on Japanese invasion of Siberia, we are going to get an A&A on steroids, a game where Axis win by double teaming against Russia.


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Grotius
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RE: My conclusions on game balance

Post by Grotius »

I agree that it should be harder for Japan to invade the Soviet Union, and in my own games I refrain from doing it just because it "feels" more like WW2 for Japan to make war in the Pacific. Besides, it's more fun that way.

But in case anyone missed it, I reiterate: at least one player has reported a Decisive Allied Victory in a PBEM. (See the 'report your results' thread in the AAR forum.) Moreover, I'm in an Allied game PBEM now, and my ally and I plan to win. [:D]
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Oleg Mastruko
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RE: My conclusions on game balance

Post by Oleg Mastruko »

What have been the outcome of games where you played without auto victory?

I will never play without AV because I think it is completely senseless from strategic, historic and gameplay point(s) of view.

Axis historically had a chance to win while they still had the initiative. Once they lost the initiative (Stalingrad/Midway debacles) it was just a matter of time. I think it is excellent WAW models this, along with uncertainty about US/USSR entry. Without that you may as well play checkers.

I never said "the biggest problem with the double attack on Russia is the Auto Victory". In fact quite the contrary:

You may not have said this, but others have.


Well then I disagree with them [;)]
You seem to be saying that the Russian vulnerability and auto-victory are not related. But they are. The only reason japan invades Russis is because A) It is vulnerable (agreed!) and B) It's 6 easy resources towards auto victory. It's certainly easier to invade and hold territory in Russia than China. So I think they are related.

You try to raise this to some new philosophical level. [;)] Related or not I think Russia is currently too vulnerable. AND 70 PP is too easy to get. Russia is too vulnerable even if you don't repair any resources and never go for AV. Also, 70 PP is too easy to get even if you don't capitalize on Russia vulnerability issue.
I do not disagree with your suggestions, they sound fine. Any change that is made should not stray to far from the game we have, and I think thatyour option A fits best. But what's wrong with the idea of increasing China's production to every turn, or every other turn even?

Lots of experimenting was done with China during beta. I think the current model is OK ragarding China.

O.

James Ward
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RE: My conclusions on game balance

Post by James Ward »

<along with uncertainty about US/USSR entry>

It's only uncertain to the WA/USSR which is a huge advantage.
Badbonez
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RE: My conclusions on game balance

Post by Badbonez »

ORIGINAL: Oleg Mastruko


Lots of experimenting was done with China during beta. I think the current model is OK ragarding China.

O.


Was any experimenting done on the 70 point auto victory or Russian force deployment? [;)] I only ask because you think the China model is OK, but disagree with these other points.
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Uncle_Joe
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RE: My conclusions on game balance

Post by Uncle_Joe »

Oleg:

One reason I suggested earlier US entry rather than a beefed up Russia is because I dont want to see balance go out the window when Russia ISNT double teamed. To me, Russia is only weak because of the double team. If you beef up Russia, then it becomes harder to take out when following the historical strategy. Ergo...no one will want to follow the historical strategy because it wont work as well.

I'd rather see something that discourages Japan from going 'balls to the walls' into Russia. Let them do it, but with consequences. Those consequences can come in the form of earlier US entry or increased Chinese Production. The advantage here is that if someone DOESNT break from the historical mold and attack Russia from behind, the game proceeds normally.

Beefing Russia up to oppose the double team just makes sure people have to do it or else Germany alone will lose out. To me, its the same as the Spanish/Malta gambit. Since Italy is so vulnerable to the flying transports, its much easier to take Spain and then Malta to protect the 'soft under-belly'. Because something is ahistorically too easy to do, the strategy to counter it is drawn from an ahistorical mold.

Now if there is a good way to 'fix' Russia without altering the balance at all when it comes to just Germany attacking, I'd be for that. Personally I dont think TOO much will be required when coupled with the already possible fixe for the next patch.
Badbonez
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RE: My conclusions on game balance

Post by Badbonez »

ORIGINAL: Oleg Mastruko
What have been the outcome of games where you played without auto victory?

I will never play without AV because I think it is completely senseless from strategic, historic and gameplay point(s) of view.

Axis historically had a chance to win while they still had the initiative. Once they lost the initiative (Stalingrad/Midway debacles) it was just a matter of time. I think it is excellent WAW models this, along with uncertainty about US/USSR entry. Without that you may as well play checkers.

So you've been victorious with every Axis game you have played. Was it decisive? Marginal?
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Oleg Mastruko
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RE: My conclusions on game balance

Post by Oleg Mastruko »

ORIGINAL: Badbonez

ORIGINAL: Oleg Mastruko
What have been the outcome of games where you played without auto victory?

I will never play without AV because I think it is completely senseless from strategic, historic and gameplay point(s) of view.

Axis historically had a chance to win while they still had the initiative. Once they lost the initiative (Stalingrad/Midway debacles) it was just a matter of time. I think it is excellent WAW models this, along with uncertainty about US/USSR entry. Without that you may as well play checkers.

So you've been victorious with every Axis game you have played. Was it decisive? Marginal?

In every Axis game I played since the release. All auto victories. Frankly, for some I felt I didn't deserve to win, yet 70 PP gave me victory.

During the beta vs. other betas I was pretty average, not to say bad [:D] Really. It took me some time to dig the game and learn the best strategies.

O.
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Paul Vebber
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RE: My conclusions on game balance

Post by Paul Vebber »

Except the one against me [:'(]
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Oleg Mastruko
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RE: My conclusions on game balance

Post by Oleg Mastruko »

ORIGINAL: Uncle_Joe

Beefing Russia up to oppose the double team just makes sure people have to do it or else Germany alone will lose out.

I wouldn't say "beefing" I'd rather use the word "tweaking".

No changes to OOB, no new tanks, just changing some rules, you know, that little scandinavian nation near the arctic circle that starts with "F" [;)][:D] moving factory to Irkutsk, stuff like that...

Personally I didn't experiment with changing the baseline parameters or research, but I guess Russian INF could use some evasion help too? With evasion this low they die far too often (even for Russian standatds). Militia should be cannon fodder of choice, I guess regular INF should live longer. This is what I mean by "tweaking not beefing".

O.
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Oleg Mastruko
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RE: My conclusions on game balance

Post by Oleg Mastruko »

ORIGINAL: Paul Vebber

Except the one against me [:'(]

Ah yeah I erased that one from the memory [:D] [:D]

Not to sound too preposterous I think I would win even that one but them silly bugs simply ruined the enjoyment and deprived me of my assets, then we both went on business trips etc.

If you want we can continue that one after all?

O.
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Paul Vebber
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RE: My conclusions on game balance

Post by Paul Vebber »

Up to you - After we agreed to "peace with honor" [8D] for both sides I kinda lost track what was going on. If you want to dust it off we can, I'd jsust as soon try agian with the newer version.
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