11th Army?
Posted: Wed Oct 10, 2012 9:17 am
Question, when the germans take Sevastopol is the 11th army automathically withdrawn from the game?
ORIGINAL: Iñaki Harrizabalagatar
At no cost? that seems very unhistorical...
ORIGINAL: rominet
I agree, they should be a big card to pay to be able to keep 11th army after Sebastopol capture.
ORIGINAL: LiquidSky
Most of the divisions that were in the 11th army, enroute to Leningrad where brought back to this theater anyways. The end result would be the large artillery, and the 22nd airlanding division would be removed. Not 'the whole 11th army'. Manstein himself was kept in theatre as the new Army Group B boss.
Also alot of the times when a unit is withdrawn from a theater, they dont take their heavy equipment with them...instead giving it up as replacements for the guys in theatre.
But it does bring an interesting idea....can you even have withdrawals? I will have to look at the event stuff to see if you can.
ORIGINAL: Vic
Also please keep in mind it is an interesting situation to model if you want to keep it "historical". This because taking 11th Army away after accomplishing the conquest of the Crimea is not really an incentive to conquering the Crimea or to keep an eye on losses while doing so. Basically having a "historical" rule might lead to a-historical moves by the player here. I am open for suggestions of course, but just want everybody to know it was a concious decision of mine to leave 11th Army and Manstein in the south.
Best,
Vic
ORIGINAL: LiquidSky
Most of the divisions that were in the 11th army, enroute to Leningrad where brought back to this theater anyways. The end result would be the large artillery, and the 22nd airlanding division would be removed. Not 'the whole 11th army'. Manstein himself was kept in theatre as the new Army Group B boss.
ORIGINAL: Vic
Also please keep in mind it is an interesting situation to model if you want to keep it "historical". This because taking 11th Army away after accomplishing the conquest of the Crimea is not really an incentive to conquering the Crimea or to keep an eye on losses while doing so. Basically having a "historical" rule might lead to a-historical moves by the player here. I am open for suggestions of course, but just want everybody to know it was a conscious decision of mine to leave 11th Army and Manstein in the south.
Best,
Vic
Use container named like West, North Africa, Balkans, Norway, Germany and allow players decide what units and when they will put into those containers to simulate conflicts on other parts of the world. As units have combat points, it could be easily readable:
I have 300 combat points in North Africa vs. 900 allied combat points - I will soon lose. I need to reinforce North Africa.
But this should be up to player what he will do about situation.
Also it will be very encouraging to let players steer their economy (industrial output). I just like to have options of building more Stugs and less tanks (or vice versa). Strict (scripted) replacements are not that funny.
Just my 2 cents.
ORIGINAL: SapperAstro
Use container named like West, North Africa, Balkans, Norway, Germany and allow players decide what units and when they will put into those containers to simulate conflicts on other parts of the world. As units have combat points, it could be easily readable:
I have 300 combat points in North Africa vs. 900 allied combat points - I will soon lose. I need to reinforce North Africa.
But this should be up to player what he will do about situation.
I agree with this. Or failing that, a randomised 'Fuhrer/Stalin order' stripping a certain amount of troops from the front to deal with en emergency elsewhere. Perhaps large prestige hit could be used to counteract.
Also it will be very encouraging to let players steer their economy (industrial output). I just like to have options of building more Stugs and less tanks (or vice versa). Strict (scripted) replacements are not that funny.
Just my 2 cents.
Hmm. Not sure how I feel about this. I foresee a huge amount of people gaming such a system, and then complaining about how easy it is. Besides, I cannot see how the CinC of Army group South could get enough pull to order industrial complexes in Germany to build their own personalised shopping list.
Part of the allure of this game to me is the frustration of command and dealing with the 'higher power'. While I concur that giving the player the freedom to deal with problems in this regard is a good step (such as your idea about what troops to send), giving the player ahistorical powers over such things as production goes a little far.