PlayTest Opponent needed for 6 turn game

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matt.buttsworth
Posts: 886
Joined: Sat May 26, 2001 8:00 am
Location: Weimar, Germany
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Post by matt.buttsworth »

reply to murx
the whole defence was based on reserve forces, with the front in question being based on two defence lines - advanced and reserve - but with one cut behind the lines to cut supply rendering lines imoverable, and then other limited tank forces tied down destroying other tank forces, ability to move in forces to stop attack was very limited. initial response was wrong though I that I expected the division to stop so that my retreating division could catch up and destroy it. not possible as division kept on advancing and advancing which is what I did not expect ...
Until that point the reserve units allocated to defence had kept the boat afloat.
historically though it was pure fantasy with the russians being much too weak germans too strong which was my point.
murx
Posts: 234
Joined: Tue Mar 06, 2001 10:00 am
Location: Braunschweig/Germany

Post by murx »

OK, gamebalancing is another thing <img src="smile.gif" border="0">
Agreed that support/refit of tanks is too swift. In one game against the AI I produced some 150 Panther per turn and send them right to the front... now that is Deutsche Post - not UPS <img src="smile.gif" border="0">
Also either should Operation points and Supply be splitted into two different point pools or there is no 'fair' solution for massive airsupplies. Right now Special Supply costs helluva OPs but Airsupply only 1 OP per JU52 Geschwader (or any bomber unit) - having SupplyPoints coulod draw from them a lot if trying Airsupply. To even further enhance the supply system I would suggest using a)fuel, b)small arms ammo, c)food, d)large caliber ammo, and last but least e)repair parts. b) and c) could be easily airdropped with low chance of getting it destroyed (but there might be a 'loss' due to inexact drops). a) and d) should have a higher chance of getting destroyed if dropped (maybe the entrench value of the unit could reflect prepared airstrips ?) and e) should have even a higher chance if no airstrips are available resulting in tank/ATgun/Artillery/FlaK losses like it happens in unsupplied units.
But looking up all this and coding it into the current WiR will probably be impossible, but I hope for an enhanced WiR (II ?) <img src="smile.gif" border="0">
So I guess the only solution is to agree to not use more then 3 Geschwader for airsupply as houserules (for units OOS, I think you can use as much airsupply on already ground supplied units as you like)? That would probably result in a 'fair' solution. Units OOS will probably still be able to do a lot but probably not get much above 30% readiness without stopping for a few turns.

comments ?

murx
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