ORIGINAL: Flaviusx
Reconvet, you haven't seen our ace German testers play.
Is there an AAR around, played with a reasonably new game version, against a Soviet player alternating checkerboard delays with line defense?
Moderators: Joel Billings, Sabre21, elmo3
ORIGINAL: Flaviusx
Reconvet, you haven't seen our ace German testers play.
ORIGINAL: Flaviusx
I think you are conflating several things here. Namely, checkerboards and rails. If checkerboards are a problem, then all this theorycrafting about railroads won't really do a whole lot to resolve that problem.
(I'm not saying that I have a problem with checkerboards. But this entire thread has a fairly major post hoc ergo propter hoc fallacy going on.)
ORIGINAL: alfonso
A little off-topic, Reconvet
It seems to me that you have chosen a rather convoluted way of arguing about the Soviet use of the rail mechanics. The only wargame I have played before this is WIR, by Gary Grigsby. 20 years ago the cost for transporting a unit by train was the same irrespective of distance, so it is not a design oversight, it is a well thought feature. But then you had only 5000 railpoints, and to evacuate a factory was 3000 points. The cost for transporting a tank division was around 800. For me, therefore, it has come as a surprise that I can move now 30 divisions and some factories. But as someone said, I trust the designers, because I have no idea of the rail capacity in 1941 Russia.
But I also see more or less clearly why the movement between points in a railnetwork is not very much affected by distance, because if I recall correctly this discussion appeared already at WIR forums, and I thought about it for a while. In fact, the more I think about it, the more I appreciaty the beauty of the simple design we have now. I see your point, that distance has to count, but I sincerely believe the real effect is minimal.
ORIGINAL: Reconvet
ORIGINAL: alfonso
A little off-topic, Reconvet
It seems to me that you have chosen a rather convoluted way of arguing about the Soviet use of the rail mechanics. The only wargame I have played before this is WIR, by Gary Grigsby. 20 years ago the cost for transporting a unit by train was the same irrespective of distance, so it is not a design oversight, it is a well thought feature. But then you had only 5000 railpoints, and to evacuate a factory was 3000 points. The cost for transporting a tank division was around 800. For me, therefore, it has come as a surprise that I can move now 30 divisions and some factories. But as someone said, I trust the designers, because I have no idea of the rail capacity in 1941 Russia.
But I also see more or less clearly why the movement between points in a railnetwork is not very much affected by distance, because if I recall correctly this discussion appeared already at WIR forums, and I thought about it for a while. In fact, the more I think about it, the more I appreciaty the beauty of the simple design we have now. I see your point, that distance has to count, but I sincerely believe the real effect is minimal.
Oh please, compare WiR with WitE. Come on....
Go on believing today's strat movement is well thought through. I'll go on believing they took a coding shortcut here which will feel ugly as long as transport distance is not factored into strat movement cost.
ORIGINAL: Flaviusx
You could reduce the Soviet rail capacity by half, and I could still do what I want to do by and large, Reconvet. You are exaggerating the amount of units that get redeployed strategically by rail. Also, many Soviet units arrive as shells and necessarily are easy to move around before they get built up.
Factory evacuation is a different story, and rail capacity acts as a constraint for that in practice. If you reduced that cap, then yeah, we'd see more industry get captured, and if that's your main purpose, then fine.
If there is a problem here, it's not with the rails.
ORIGINAL: Reconvet
ORIGINAL: alfonso
Reconvet: oooh, your contrastable number-based proposal does not exist any more?
Ok, we are at the beginning. What is your proposal?. Same example, please, Moscow-Leningrad-Orel. Because perhaps what is negligible for me is very important for you, and we are talking about the same 5%, and we do not realize we are of the same opinion.
As you began your thread by stating that rail movement might need additional programming, please do not feel constricted by the 30MP points needed to embark...Are you going to make the calculations without loading and unloading? Rail cost will be a direct function of distance?
Do you really think that the loss of mobility of the units is the way the game simulates logistics of the rail-network?
You just don't get it, do you, that loading time (30 SMP) is time during which a train is absorbed and can't do anything else? This number has to go into the calculation of strat movement pool cost, plus the time the train in underway to the destination plus eventual unloading time (15 SMP). If you fail to see the concept, I'm sorry.
ORIGINAL: Reconvet
ORIGINAL: Flaviusx
Reconvet, you haven't seen our ace German testers play.
Is there an AAR around, played with a reasonably new game version, against a Soviet player alternating checkerboard delays with line defense?
ORIGINAL: JAMiAM
The Axis *do* have some incredible tools at their disposal to make things happen in a historical fashion. In a single turn, I've been able to punch through enemy lines and cut a swath 5 hexes wide, 20+ hexes deep against players. On turn 10. All the while, shoring up the base of the breakthrough, and maintaining mass at the tip of the schwepunkt, so that followup turns can continue pounding the hastily railed, or moved, Soviet troops trying to contain the breakout.
I'm an experienced gamer, but not a tester, so I'm still learning the tricks of the trade. After a few more PBEM's perhaps my 'strokes of brilliance' will be a little more commonplace, and I'll actually have *the other* wing of the double encirclement timed to coincide with the first...[:D]
That said, I think that the basis for what reconvet is asking is solid. His primary mistake (besides offering any criticism amongst a horde of fanboys [;)]) was to approach this in terms of being an issue of game balance, where one side is getting some debatable 'advantage', rather than an unnecessarily coarse abstraction that affects both players.
ORIGINAL: Jalla
Now, I think that there are some misconceptions about how railroads operate that are the reason for some of the argument going on here. Being a professional railroader myself, I will try to give you some insight into railroad operation.
First, the strategic movement cost is really not a factor of time. The cost of doing a railmove in the game comes from the needs to marshal the necessary rolling stock required to move an entire unit. For an infantry division, this would be about 500 railroad cars of different types and at least 20 engines. This rolling stock would have to be brought together and used to build at least 15 trains of differing length. Then the trains have to move to where they're needed for entraining. After completing the strat-move of the unit, the trains have to be moved back to where they're needed next, rebuilt, engines changed etc. All this consumes a lot of time. I guess the game assumes that this rolling stock cannot be used for other purpose in the limited timeframe of a week (excluding ad-hoc moves of supplies, personnel along the line), which I feel is probably right.
Second, the real limiting factor on strategic railmoves which currently is not simulated is the capacity limits of a single line. If you wanted to move a lot of troops up a single-track line, the limiting factor is the length of, and distance between, the passing-loops. If we assume that it takes 20 minutes to move from a passing loop to the next, the maximum number of trains that can be moved along such a line (in any direction) is 3 per hour, 72 per day, and 504 per week. Now this is of course in practice impossible to achieve, so let's cut the practical capacity by 33%, to about 330 trains/week. Now, to move an infantry division using 20 trains one way would consume a capacity of 40 trains (the trains have to get back as well). That gives us a total capacity of said single line of about 8 infantry divisions per week.
So, if you wanted a more realistic railmove-model to be implemented, I guess every piece of track had to be rated for capacity, with every move across the line being deducted from the total capacity. This would probably be a bit too much to ask for, and I think the current model is working well enough.
As for the argument that the the soviets have too many railmove-points in the game, you have to consider that the soviet union had a very efficient railway system in place by 1941. Unless someone comes up with some raw data to suggest the railmove capacity is too much, I say we leave it as it is. [:)]
ORIGINAL: JAMiAM
The Axis *do* have some incredible tools at their disposal to make things happen in a historical fashion. In a single turn, I've been able to punch through enemy lines and cut a swath 5 hexes wide, 20+ hexes deep against players. On turn 10. All the while, shoring up the base of the breakthrough, and maintaining mass at the tip of the schwepunkt, so that followup turns can continue pounding the hastily railed, or moved, Soviet troops trying to contain the breakout.
I'm an experienced gamer, but not a tester, so I'm still learning the tricks of the trade. After a few more PBEM's perhaps my 'strokes of brilliance' will be a little more commonplace, and I'll actually have *the other* wing of the double encirclement timed to coincide with the first...[:D]
That said, I think that the basis for what reconvet is asking is solid. His primary mistake (besides offering any criticism amongst a horde of fanboys [;)]) was to approach this in terms of being an issue of game balance, where one side is getting some debatable 'advantage', rather than an unnecessarily coarse abstraction that affects both players.
ORIGINAL: Reconvet
ORIGINAL: JAMiAM
The Axis *do* have some incredible tools at their disposal to make things happen in a historical fashion. In a single turn, I've been able to punch through enemy lines and cut a swath 5 hexes wide, 20+ hexes deep against players. On turn 10. All the while, shoring up the base of the breakthrough, and maintaining mass at the tip of the schwepunkt, so that followup turns can continue pounding the hastily railed, or moved, Soviet troops trying to contain the breakout.
I'm an experienced gamer, but not a tester, so I'm still learning the tricks of the trade. After a few more PBEM's perhaps my 'strokes of brilliance' will be a little more commonplace, and I'll actually have *the other* wing of the double encirclement timed to coincide with the first...[:D]
That said, I think that the basis for what reconvet is asking is solid. His primary mistake (besides offering any criticism amongst a horde of fanboys [;)]) was to approach this in terms of being an issue of game balance, where one side is getting some debatable 'advantage', rather than an unnecessarily coarse abstraction that affects both players.
As I already said: I'm looking for the major cause for the failing of experienced Axis players before the first Blizzard season. After both sides have built up their railways, both fight with the same weapon, logistic-wise.
I'm definetly not Axis biased, I'd just like to be able to get a really challenging and nerv-wrecking pbem-experience as Soviet. [:)]