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Territory matters!

Posted: Fri Feb 22, 2013 4:26 pm
by The Guru
I have raised the issue before, but nobody reacted (I'm not much of a "name" on this forum). But recently, I read the Pelton vs MT AAR and it seemed a blatant illustration of my concern, AND I read Pelton voiving the same concern (and as far as game experience goes he is a "name", so I decided to give it another shot.

My problem is: territory doesn't really matter.

The fact that a German full retreat, back to starting poistions, after a mere 6 months of campaign, could be considered, within the context of the game, as a winning strategy, illustrates this.
As for the Soviet, I think I remember reading Pelton quoting MT, who said that it didn't really matter if he had to abandon Moscow. And we all know there isn't much in-game incentive in trying to hold ground as the Soviet, in 1941.

The thing is, territory mattered. Capturing or failing to capture emblematic enemy locations, loosing or retaining control of friendly locations, was (and always has been) a potent indicator of how the war is going. No, the Wehrmacht (assuming someone in charge had survived the firing squad after suggesting the idea) could not have retreated that far AND, on top of that, retain a high morale! (one of the strong points of Pelton's strategy). No, Stalin and his red army, stright-jacketted into offensive doctrines, could not have conceded such a large part of the Motherland without fighting. It took a year of severe maulings before the Red army stared to adopt retreat as a deliberate tactic;

Yet, Pelton was right in trying that, if his objective was winning, that is, winning according to the game's victory conditions;
So this raises the question of the victory conditions: I guess there is unanimous agreement that victory conditions should not reflect who actually wins the war (since wars are often unbalanced - this one was) and games are supposed to be balanced. VCs should reflect performance, so vctory should equate better than historical performance;
Yet, contrarily to scenarios, the campaign game VC are formaulated, for the German, in negative terms (barring a K.O. victory which is unlikely): that is, defensive: lose as late as possible. That is paradoxical when we consder that the game portrays operation Barbarossa, which was an offensive undertaking if ever there was one.
So the problem is that once the German gives up the idea of a K.O victory (most likely winter 41) he must play with a completely defensive set of mind, that is delaying defeat.

This is not just ahistorical. this has a deep impact on the game as a fun experience. There is a lot less flamboyance, a lot less daring. Who would squeeze his meagre panzer remnants into the Russian lines to get in sight of the kremlin bulbs? why bother this last strenuous effort to capture kalinin? Who would dart towards Stalingrad, at the cost of dangerous overextension? the script often unfolds according to the same lines: Russian run until they reach last-ditch defense line, then Germans may well run too in the opposite direction.

I honestly believe that Barbarossa, a conquering undertaking, should have OFFENSIVE factors computed into its performance criteria. After all, that's how scenarios work! The Typhoon scenario, for example, allows for historical daring German moves BECAUSE the VC rewards holding key positions, and holding them sooner than later; In the same way, Soviets, will NOT give up key locations without a fight.

So yes I think it would make for a much funnier game, as well as more historical, if grabing territory was a factor in final victory determination. Earning points when capturing before historical time (or capturing uncaptured territory), when retaining control after historical time of capture, for example.
This would give a nice race-against time which was a essential factor ion Barbarossa, and that is kind of absent in WitE.
Now, I'm not saying territory is everything, and precisely, it would bring interesting dilemnas and opportunities for strategic mistakes, where holding ground just one more turn would bring encirclement and losses that do not compensate the VC gain. In WitE thereis no such urge.

Also, besides the rather abstract VC aspect, there could, and should be a way of linking territory gain or loss to the conduct of the game. As I said, territory possession is a key indicator of war performance as a whole. So the VC situation, territory speaking, should affect national morale, and therefore the morale of units in the game. This would be a direct incentive for territorial conquest.

Currently, unit morale increases as a function of its own performance. But would a German unit which has won a few fights be inclined to a higher morale if the wehrmacht was back to Poland in the winterafter conceding everything it fought for during the summer? What would abandoning Moscow do for the Red Army's confidence? And the other way round, how confident would Soviet recruits feel if the Red Army was back to its original borders in 1941? Or fighting with its bak to the Ural?









RE: Territory matters!

Posted: Fri Feb 22, 2013 4:37 pm
by Oberst_Klink
Hear, hear!

My point exactly, though related to 'How to balance...' TOAW VCs. I tend to think that players should get 'rewarded' with VPs if they do better than historical, as simple as that. Let's face it, two seasoned players of WitE... the result would be that at the end the Reds will be in Berlin. The question is... when? Doing better than historical, a Soviet win, doing worse, a German 'victory'. After all, it's a game, and it compares with the results of the real stuff, no? But that's just my 2p ;)

Klink, Oberst

RE: Territory matters!

Posted: Fri Feb 22, 2013 5:04 pm
by buchand
Well said!!
I don't think the game is at fault though. It is a fantastic simulation but to 'win' the game ahistorical strategies need to be used.
The developers could spend years trying to beat the gamey tactics so its up to the users i.e. us.
Depends on what individuals want but I'm with you

RE: Territory matters!

Posted: Fri Feb 22, 2013 5:33 pm
by JeremyB
I don't think the game is at fault though

Well, the "game" decides what is "winning". it's not the problem that the game requires ahistorical strategies, since you're there to do better and explore others paths to victory. It's that the game requires strategies to "win" that would have equated to "losing" in reality
the result would be that at the end the Reds will be in Berlin. The question is... when? Doing better than historical, a Soviet win, doing worse, a German 'victory'.

I think that's the way it is now under the aternative VC260 conditions. Yet, I believe what the Guru is trying to say, is that a German player capturing Moscow and/or Leningrad (or lesser objectives) should have the feat incorporated into his victory final level

RE: Territory matters!

Posted: Fri Feb 22, 2013 6:14 pm
by timmyab
There are some advantages in the game for holding territory.Control of Soviet manpower centers is one and the physical distance the SU has to push the Axis in 43 - 45 is another.
I agree with most of what you say though.Dynamic victory conditions would help a lot to give the game shape and meaning.The value of major cities as communication centers needs emphasizing and I think some milestone locations should affect national morale.

RE: Territory matters!

Posted: Fri Feb 22, 2013 6:18 pm
by JeremyB
some milestone locations should affect national morale.

definitely

RE: Territory matters!

Posted: Fri Feb 22, 2013 6:58 pm
by Peltonx
Very good post, but this has been one of the major bitches from release. All the major named players have asked for a better set and so far all that we have gotten was VC 260.

VP conditions uber suck always have.

MT and M60 have house rules, but they really are to close minded to what other games have proven.

The first set of VP conditions should not be until January 43.

Land does not matter because of games like Tarhunnas's that is tagged in the AAR area. Once GHC gets below 18k rifle squads the wheels come off. Many times GHC can be far east of the Jan 1944 historical lines and lose by March 45. The major issue is the logistics model stink ( getting fixed) and the combat engine just plan sucks ( not getting fixed).

The combat engine does little to model mordern warfare. Its based on retreat loses and not combat loses.

Historically the attacker almost always has higher loses then defender, unlike the current system. Not counting surrenders of course.

RE: Territory matters!

Posted: Fri Feb 22, 2013 7:36 pm
by gingerbread
Why shouldn't the Soviets be allowed to use the vastness of their country? The evacuation planning was started in the first week of The Great Patriotic War/Barbarossa and the peculiars of the weather - rasputitsa and cold winters - were known. That invaders would have logistical problems was also known and it makes great sense to fight on terms where these problems would be as severe as possible.

The relocation of governmental functions to Kuybyshev also indicates a preparedness to continue fighting in the event of a loss of Moscow.

Why do so many posters thinks it would make sense to make the Soviets fight on terms favourable to the Axis and not on terms favourable to the Soviets themselves? To be clear: I don't!

RE: Territory matters!

Posted: Fri Feb 22, 2013 7:47 pm
by Michael T
The VC of the game have been bashed for ages and many alternatives canvassed. But you should have seen the crap that went on just to get an alt 260 scenario. Besides the devs have said over and over that WITE 1.0 is finished. Any variations now in VC are purely up to the players themselves. Hence house rules.

Hopefully WITE 2.0 will have a better set.

RE: Territory matters!

Posted: Fri Feb 22, 2013 9:45 pm
by mmarquo
"Very good post, but this has been one of the major bitches from release. All the major named players have asked for a better set and so far all that we have gotten was VC 260"

Being named is not a guarantee of being good, rather being vocal. Others prefer to talk softly.

Territory does matter in this game, and the Pelton - MT match proved this for once and for all. If the Axis leaves the Russian manpower centers unmolested, the Bear is unbeatable in 1942. TD lost only becasue I neutered his manpower centers in the south; as the manpower multiplier decreases, the Soviet army becomes less able to grow, and this is a proven, irrefutable fact.

Marquo

RE: Territory matters!

Posted: Fri Feb 22, 2013 9:51 pm
by Aurelian
ORIGINAL: gingerbread

Why do so many posters thinks it would make sense to make the Soviets fight on terms favourable to the Axis and not on terms favourable to the Soviets themselves? To be clear: I don't!

Because they want to be Guderian or Manstien?

Because they want a fantasy where the Soviets make all their mistakes but the Axis don't?

Because they want the historical pockets, but not the historical outcome?

RE: Territory matters!

Posted: Fri Feb 22, 2013 10:41 pm
by Toby42
The "Named" players keep complaing, but they keep playing [&:]

RE: Territory matters!

Posted: Fri Feb 22, 2013 10:47 pm
by mmarquo
"The "Named" players keep complaing, but they keep playing"

1+ [8|]

RE: Territory matters!

Posted: Sat Feb 23, 2013 5:59 am
by DivePac88
Excellent post there Guru, you've framed the issue very well. [&o]

I will now go and skin a cute furry little animal in your honor! [&o]

RE: Territory matters!

Posted: Sat Feb 23, 2013 8:00 am
by newmanovci
Yes, I can see the point of posting once, to say that you don't like the game and why; but over and over and over again? What's the point? Play another game for goodness' sake.

RE: Territory matters!

Posted: Sat Feb 23, 2013 10:55 am
by JeremyB
Yes, I can see the point of posting once, to say that you don't like the game and why; but over and over and over again?


Now, this game is a product destined to be purchased by consumers. the current version, 1.06.27, is a good bit different from 1.0. And I think everybody agrees tha it was a change towards improvement. Now, this was made possible because consumers who like the game, such as I , have expressed opinions, transmitted experience, suggested improvements. Not all were taken into account, some were.
Even though I feel unhappy about it, as a player, I can understand why the devs freeze the evolution process at a certain point. Or else a 2.0 version would never have its raison d'ĂȘtre.
And yet, if that 2.0 is to be one day, I guess it would be intelligent from the part of the devs, and I don't doubt their intelligence, to pay attention to whatever comments or suggestions have reached a certain level of consensus among players to bother to voice their concerns.

posting your opinion contributes to this evolution process, and provides an opportunity for others to react, and for the devs to have the best possible picture of the general feedback about their product. If you want nothing to do with this evolution process, feel free to not read these posts and play WitE 1.0


RE: Territory matters!

Posted: Sat Feb 23, 2013 11:14 am
by The Guru
Yes, I can see the point of posting once, to say that you don't like the game and why; but over and over and over again?

I don't recall saying I didn't like the game. Not even once. Even less over and over again...

RE: Territory matters!

Posted: Sat Feb 23, 2013 11:39 am
by newmanovci
JeremyB: I agree; constructive criticism is indeed useful. Where others repeatedly bang on about the game being significantly broken (and it's the repeated part that perplexes me), that's not so much helpful, as tiresome.

The Guru: Maybe I hit the wrong Reply button, but I wasn't aiming that comment at you, or indeed at any one person. Contibuting to the game's evolution is admirable.

RE: Territory matters!

Posted: Sat Feb 23, 2013 1:30 pm
by AFV
This is a forum (DOH!). Imagine - someone starts a topic and others reply. If you don't like seeing someone posting their opinion over and over, go to another forum. Preferably one that is dead, so when there is a post the first response is 6 weeks later (less for you not to like).

Territory does matter, but not enough to substantially change how the Soviet or Axis actually play. If we had more intricate victory conditions, the Soviet and Axis could get bonus points for achieving certain objectives. Then they would have a decision to make- is it worth achieving certain objectives, or blow them off as too risky or not enough reward. I really agree with the following:
ORIGINAL: The Guru

Now, I'm not saying territory is everything, and precisely, it would bring interesting dilemnas and opportunities for strategic mistakes, where holding ground just one more turn would bring encirclement and losses that do not compensate the VC gain. In WitE thereis no such urge.

I think we all know that very little will get implemented in this version- but this is the time for ideas for WITE 2.0 to be discussed. Guru has brought up some excellent points.


RE: Territory matters!

Posted: Sat Feb 23, 2013 6:10 pm
by M60A3TTS
ORIGINAL: Pelton
MT and M60 have house rules, but they really are to close minded to what other games have proven.

What exactly is that?