And then for some criticism
Posted: Mon Feb 20, 2023 6:44 pm
So one long term frustration I have with this game, that I know has been mentioned elsewhere but is worth mentioning again, are the ahistorical and gamey tactics that have seemingly been deliberately introduced, and added to over time
What I'm referring to are the blockades, specifically of Vladivostock and the Persian Gulf, although I'll also throw in Cape Town as well, even though it isn't in the same category.
Why are these a problem? Well, for one, the Vladivostock and Persian Gulf blockades don't really have an effective counter. What I mean by that is that by parking a single (now much more durable after the sub buff) submarine in the Persian Gulf the axis can prevent hundreds of MPP's worth of aid to the Soviet Union for the cost of.... a single submarine. This happens even when the Allies devote considerable resources to hunting that sub down (80 for the first turn the sub is there... unless there is already a massive anti-submarine presence in the Persian Gulf specifically you are talking probably another 4 or 5 turns to hunt down an out-teched sub)... if they don't, then the MPP's denied Russia quickly goes into the thousands (13 turns with a sub being present is over 1000 MPP's that never make it to Russia). Vladivostock is even worse.... for the cost of a few strength points from a motor torpedo boat a turn I can cut U.S. aid to Russia through the Pacific in half, and short of starting a war that the Soviet Union simply can't afford until the war against Germany is practically won, there is nothing that can be done. Cape Town is another issue, albiet without the war winning consequences of the first two. By parking a naval unit outside of South Africa the Axis can simply prevent all South African trade to Britain until the resources are specifically diverted to the tip of Africa... and that isn't even referring to the opportunity cost of the naval or naval air units you are diverting.
The reality is that naval units had (and have today) very real limitations on range and supply that are not reflected in this game at all. These are fine so long as the sole damage they can inflict is the MPP's they destroy while convoy raiding. But imposing total blockades on entire countries on the southern tip of Africa or in the Persian Gulf was FAR beyond axis naval capabilities at any time during the war... Axis subs and naval units could (barely) reach there, much less loiter and smash every single merchant ship passing through. And as others have mentioned, there were very real reasons why the Japanese absolutely did NOT want a war or tensions with Russia that choking off lend-lease would entail.
My issue here isn't so much the realism problem... this is after all a game that in multiplayer the Axis players win outright nearly 50% of the time... if it portrayed WWII realistically then that would be less than 5%. My issue is that introducing "I win" button tactics that didn't happen in real life without a viable counter or real cost to the Axis as part of the game mechanics creates a significant frustration for the allied players without really adding anything to the game. And often allied players are already frustrated because they are doing worse than the Allies did in real life (because this game is relatively balanced, and real life was completely not).
My proposal is to eliminate the blockade tactics entirely. They are ahistorical, uncounterable, and not fun. If the Axis want to convoy raid, let them... that is a viable strategy, especially if the allies aren't devoting considerable resources to an anti-sub and raider effort. But just parking units that take forever to kill in a zone that the allies can't do a whole lot to stop doesn't add anything to the game but frustration.
As a note.... I don't do the blockade of Vladivostock.... an invasion of Hawaii or Siberia will do the same thing in a counterable way. I also don't blockade the Persian Gulf... whether or not you win in Russia is contingent on taking Baku, usually by the end of 42 at the latest, so once again you can eliminate this source of MPP's without resorting to the gamisms. My issue here is that mechanics deliberately introduced seems to be encouraging this kind of gameplay, and that isn't adding anything.
What I'm referring to are the blockades, specifically of Vladivostock and the Persian Gulf, although I'll also throw in Cape Town as well, even though it isn't in the same category.
Why are these a problem? Well, for one, the Vladivostock and Persian Gulf blockades don't really have an effective counter. What I mean by that is that by parking a single (now much more durable after the sub buff) submarine in the Persian Gulf the axis can prevent hundreds of MPP's worth of aid to the Soviet Union for the cost of.... a single submarine. This happens even when the Allies devote considerable resources to hunting that sub down (80 for the first turn the sub is there... unless there is already a massive anti-submarine presence in the Persian Gulf specifically you are talking probably another 4 or 5 turns to hunt down an out-teched sub)... if they don't, then the MPP's denied Russia quickly goes into the thousands (13 turns with a sub being present is over 1000 MPP's that never make it to Russia). Vladivostock is even worse.... for the cost of a few strength points from a motor torpedo boat a turn I can cut U.S. aid to Russia through the Pacific in half, and short of starting a war that the Soviet Union simply can't afford until the war against Germany is practically won, there is nothing that can be done. Cape Town is another issue, albiet without the war winning consequences of the first two. By parking a naval unit outside of South Africa the Axis can simply prevent all South African trade to Britain until the resources are specifically diverted to the tip of Africa... and that isn't even referring to the opportunity cost of the naval or naval air units you are diverting.
The reality is that naval units had (and have today) very real limitations on range and supply that are not reflected in this game at all. These are fine so long as the sole damage they can inflict is the MPP's they destroy while convoy raiding. But imposing total blockades on entire countries on the southern tip of Africa or in the Persian Gulf was FAR beyond axis naval capabilities at any time during the war... Axis subs and naval units could (barely) reach there, much less loiter and smash every single merchant ship passing through. And as others have mentioned, there were very real reasons why the Japanese absolutely did NOT want a war or tensions with Russia that choking off lend-lease would entail.
My issue here isn't so much the realism problem... this is after all a game that in multiplayer the Axis players win outright nearly 50% of the time... if it portrayed WWII realistically then that would be less than 5%. My issue is that introducing "I win" button tactics that didn't happen in real life without a viable counter or real cost to the Axis as part of the game mechanics creates a significant frustration for the allied players without really adding anything to the game. And often allied players are already frustrated because they are doing worse than the Allies did in real life (because this game is relatively balanced, and real life was completely not).
My proposal is to eliminate the blockade tactics entirely. They are ahistorical, uncounterable, and not fun. If the Axis want to convoy raid, let them... that is a viable strategy, especially if the allies aren't devoting considerable resources to an anti-sub and raider effort. But just parking units that take forever to kill in a zone that the allies can't do a whole lot to stop doesn't add anything to the game but frustration.
As a note.... I don't do the blockade of Vladivostock.... an invasion of Hawaii or Siberia will do the same thing in a counterable way. I also don't blockade the Persian Gulf... whether or not you win in Russia is contingent on taking Baku, usually by the end of 42 at the latest, so once again you can eliminate this source of MPP's without resorting to the gamisms. My issue here is that mechanics deliberately introduced seems to be encouraging this kind of gameplay, and that isn't adding anything.