ORIGINAL: BigAnorak
At the very least 1.05 should give them the chance to do something in 1942.
Heh, but when "doing something" amounts to sticking your head in a guillitine, sometimes its better to do nothing!
Moderators: Joel Billings, elmo3, Sabre21
ORIGINAL: BigAnorak
At the very least 1.05 should give them the chance to do something in 1942.
Heh, but when "doing something" amounts to sticking your head in a guillitine, sometimes its better to do nothing!
ORIGINAL: Flaviusx
76mm, it's all going to depend on how the Soviet positions his reserves. You can even deliberately thin out the south to encourage an Axis advance there.
The reserves can also act as diggers in conjunction with fortified regions to lay down some kind of fallback line. This indeed is the only way to get any kind of digging done during the poor weather, the old business of just plopping down brigades everywhere doesn't work that great now, you have use considerable forces to get any traction. Mud in particular is bad for digging.
ORIGINAL: heliodorus04
In my current Axis GC against Cannonfodder (started under 1.04), I think he's found an ideal stratagem...
The point for me about this aspect of the game is that the SU has super-powers over his historical counterpart in that he can create as many of these SUs as are necessary. I'm happy that there are strategic tradeoffs now (AP expenditure and an armament constraint to some extent now), but this aspect of gameplay will always and forever work against the Axis without anything similar constraining the Soviet.ORIGINAL: Flaviusx
Yes, the AP situation is very tight now.
But I still make it a priority to get a couple of RR brigades into every army and front in 41. This is actually the only SU worth building until the rasputitsa.
It doesn't take that long to accomplish this, James, if you're disciplined about AP expenditures. I've got all my armies and fronts decked out already in our game, and even a few RR brigades to spare in STAVKA. It's about a 100 AP investment at this point in our game. Not trivial, but doable.
The annoying thing is all the spare sapper regiments and battalions floating around in out of the way locations. Going to be a while before these can be sent where they are needed.
ORIGINAL: heliodorus04
Soviet players should start with this thought:
Under 1.04, the Soviet Army started to stabilize when Spring 42 Mud returned. That's when the winter offensives are over and players would rebuild units and defensive lines.
Under 1.05, the Soviet Army will not be stable in Spring 42. Adjust accordingly. It will still be vulnerable to maneuver warfare (this is good for the game).
For the Germans, the game still has the problem that 76mm believes will see the German behave a-historically. The reason the Germans don't drive on Stalingrad is that there is no incentive for the German to hold land, ever! You can't capture resources for strategic use, so there's no point, after Turn 17, of trying to grab land (unless the Soviet player baits you by leaving factories where they can be destroyed). In fact, WitE players know full well that Hitler's strategic imperative for 1942, deprive resources to the USSR and obtain them for the Reich, is impossible. So strategically, the Germans will never try to achieve in 1942 the objectives that OKH set for 1942 in Russia. Just as the Soviet player knows that Stavka's historic goals (break the German army in the frontier) for 1941 are impossible.
ORIGINAL: Pelton
Whenever a German player makes a mistake and the Russian player makes him pay its called great game play.
Whenever a Russian player makes a mistake and the German player makes him pay its called exploiting and the rules must be changed to help the russian player for his poor tactics.
ORIGINAL: Pelton
Whenever a German player makes a mistake and the Russian player makes him pay its called great game play.
Whenever a Russian player makes a mistake and the German player makes him pay its called exploiting and the rules must be changed to help the russian player for his poor tactics.
Pelton
ORIGINAL:DicedT
There is a serious problem with the HQ buildup/Soviet factory evacuation dynamic. As it stands, the Germans only need to move a single panzer regiment next to Kharkov or Stalino to pin down 50 factories. They don't need to take the city. Just stay adjacent for a turn until reinforcements arrive. So the Germans have every incentive to buildup and send the tanks out on totally ahistorical factory-hunting expeditions.
So here is a simple solution. Allow Soviet factories to be evacuated even if German units are adjacent to the city. If the Germans want the factories, they will have to cut the rail lines. They can do this, especially with HQ buildup. But they will have to work a little harder than sending a lone panzer division on a raid. For the Soviets, this would lead to more realistic play. They would have an incentive to fight to keep factory cities from being encircled as long as possible.
, leading to a far more historical and satisfying game.