ORIGINAL: pat.casey
I think this may be part of the OP's complaint though.
WITE openings are starting to look like extremely scaled up chess openings e.g.
follow these steps in *exactly* this order and you can create the AGS only southern pocket on turn one.
follow these steps in *exactly* this order and you can execute the "riga gambit" and get two infantry corps up there on turn one, etc
If the community has min/maxed openings to the point where the game is balanced around a *perfect* german execution of a predictable opening move sequence, then you may as well remove that opening sequence and just start the game a week later.
That is
precisely my concern. Only if we get into a situation where doing A gets you X, but B gets you Y, and C gets you Z - and there is a lot of debate about which is better - will we not have the 'chess oppening'. Something on this scale and this complicated shouldn't have chess move openings, and if you have 'the one way to (maybe) win WitE as the Axis - any other way is a much lower chance' you are doing something wrong.
As has been stated elsewehere, bagging a bunch of units on the first couple turns, getting AGN moving for Leningrad
fast, and generally starting to push the rest of your forces East ASAP is making for the first turn to be pretty formulaic. There may be better ways of doing it, but they will be found and adopted. Which comes back to the desire for there be
more than one way that is just as viable for victory.
As has been stated, by making some of the other cities have short or long term effects other than as sign posts and denying manpower to the Soviets* might go some distance towards correcting that issue.
* Other than Minsk, does any industry get bagged in '41? Right now it all seems to get railed away at no negative impact to the Soviets.
ORIGINAL: JAMiAM
In my opinion, the real joy and challenge of gaming is not so much to formulate the "perfect plan" as it is to frustrate it, and undo it.
But you can't. Its got almost nothing to do with what the Soviet players does, its about the Axis player executing his first turn moves properly. Perhaps even the first couple turns.
As has been noted, the Soviets do have several options on how to retreat, which is all they want to do, run away - its only a question of how, and that is where things do change in the game. But the Soviet ability to actually harm the Germans through offensive - or even strong defensive - actions in the first few turns is very limited.
In fact the Axis player would
like it if the Soviet player sticks around for a stand up fight, means he gets to kill more Russians.
ORIGINAL: Pawlock
Actually I really like the sound of this concept, but Im gonna hazard a guess it its probably gonna be very hard to implement. Hell, Im no developer, I could be wrong, but I think elements of randomness is needed somewhere to get the replayability factor up.
It is a very interesting idea, and does bring interesting things to some board games I play. But you are correct, the engine is written one way now, and any dramatic change is just not going to happen.
I was going to say 'not in the cards', but figured the pun was too bad to use.