ORIGINAL: delatbabel
I think the big thing about the Soviet recovery in National Morale is that it models the actual effectiveness in the Soviet combat forces as a whole in the period 1941 - 1945.
From what I'm reading it appears that the recovery of Soviet National Morale is simple based on dates on the calendar. That is a terrible simulation. I'm sure one could statistically show that Soviet National Morale correlates directly to date, but in truth the significance of such a correlation is zero. Soviet National Morale almost certainly was tied to the battlefield and the closer the Soviets got to Berlin the higher it grew.
As I have written before, there are no "hero cities" in Wite. But the fact that cities did receive that recognition and indeed given that the Soviets were quite willing to accept close to a million casualties in the Battle for Moscow shows that cities did make a difference. Tying national morale to territorial gains, by either side, would appear to be an absolute minimum necessary if we want to move the game closer to history.
But fixing what appears to be a broken morale model on the strategic level would still leave us with an even more fundamental problem and that is what happens in 1941. As many have stated the Germans are at least a week (or more) ahead of historic time lines, right from the start of play. Most folks point at HQ buildup and the Lvov Pocket as the primary cases. But neither of these can account for the Axis knocking on the door of Minsk after the first three days of the war. Something more basic is at play here.
As I have tried to explain on various threads, the reason the Axis get such a turbo injected start is not because of features or operational art, it is because the way morale is simulated on the tactical level is also flawed.
There are two reasons why Axis players can create huge ahistoric pockets on Turn 1: one we can't change, and the other we can.
The first reason is because the Axis player knows where the Soviet units are and can simply move around them instead of actually encountering them as happened in the war. Historic hindsight at work here which has no fix.
The other reason the Axis player is allowed to make such huge pockets is because any potential resistance which could slow down the advance are removed by the way the game treats routed units. As we all know, when an Axis unit moves to the adjacent hex of a routed Soviet unit, that Soviet unit automatically routes again. The Axis player not only gets to convert Soviet territory for free, but also receives free Soviet casualties. This is not a simulation of warfare.
If OTOH, the Axis player had to
AT LEAST expend MPs to force a second route these huge ahistoric pockets would immediately collapse. Think about it, the Axis player has to pretty much make a perfect move in the way of MPs in order to close off the Lvov pocket. Should he encounter even a single routed unit between Tarnapol and the Romanian border, and be forced to expend even just two MPs, there is a good chance he would fail to close the pocket and activate the Romanian army.
Now there has been some really good exchanges here as to how to bring more balance back to the game on the strategic level, but we also need to acknowledge that the imbalances don't start in '42 or '43, they start on Turn 1.
Ray (alias Lava)