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The Russian Front (1941-1945)

Posted: Fri May 03, 2002 11:49 pm
by JJKettunen
When there“s going to be more information available about this very intrigueing game, going to be made by 2 By 3 Games?

Check out the game features: http://www.2by3games.com/ussr.htm

Start campaign now

Posted: Sat May 04, 2002 2:09 am
by mogami
Hi, I think we should begin our massive campaign to presude him into making it "War in Europe" with a map covering from Spain to Urals and Norway to North Africa. Starting Sept 1, 1939 and going intill Germany scores a certain amount of VP or surrenders or 1 Jan 1946) Division level (with smaller sub-units alla WIR and WF) The off map U-boat war could be handled with zones where axis places his forces and allies place theirs with movement through them affected by what the enemy has placed. ( The on map areas would use the WitP-UV systems) If we start our campaign now prehaps we can influnece him. (or bribe him)

It could be the first 3 player PBEM game (Axis/Western allies/Soviets)

Posted: Sun May 05, 2002 5:53 pm
by JJKettunen
I`d be happy with a detailed eastern front only.

The pieces are slowly falling into place.

Posted: Mon May 06, 2002 12:31 pm
by Ron Saueracker
Mogami is a miniatures meglomaniac.:) :eek:

Posted: Mon May 06, 2002 2:58 pm
by Raverdave
How would you model the airwar????? Night and day raids into Germany....etc.

Posted: Mon May 06, 2002 7:53 pm
by shall9
Unless you want "12 o'clock High" game to be in the game I would suggest slider bars where one just says I want 25% of the bombing effort to be against ball bearing plants, 25% to be against airplane manufacturing, and 50% to be against refineries.

re Mogami

Posted: Tue May 07, 2002 2:56 am
by Chiteng
Mogami hes done that already.

Gary cant seem to get OFF the strength point band wagon.
That means in game terms:

A german infantry division in 1939 will have 16k men. Period.
(yes I am simplifying)

However when you step on that band wagon EVERYTHING else
in the game is centered around it. Including play balance.
ESPECIALLY playbalance.

In the NUMBERS game, attrition is the god. War has attrition YES
BUT in a dynamic fluid situation number mean much less than skill.
Only in a static situation, where the defender sits and waits to be hammered, do you see attrition determine outcome.

So in Gary's past games, The player who is able to establish
positive attrition will win. It is THAT SIMPLE.

That is an economic simulation, not a war game.

By any game standard, The CW should have won at Crete.
Why didnt they? Think about that answer. War is MORE than mechanics. Victory often goes to the men who WANT it.
That is what happened at Crete.

Gary's games for all their finess, do not mirror that.

You must step OFF the numbers bandwagon. You must look at WILL and SKILL and Determination.

Posted: Tue May 07, 2002 3:01 am
by JJKettunen
:confused:

Posted: Tue May 07, 2002 6:32 am
by Paul Vebber
You should read the posts on Uncommon Valor. Units are far more than "strength points"...

UV

Posted: Tue May 07, 2002 10:41 am
by Chiteng
I cant buy or play the game at the moment.
When I can, I will. What more can a Game designer want?

Since I cant, I dont have an opinion. If Gary has changed
his design philosophy that is great.