TB or not TB? My guide for advanced GC players
Posted: Fri Jul 21, 2023 10:13 am
I am coming around to the conclusion that open TBs distort the game too much when the players know what they are doing.
While the Soviets can bring reserves early from TB to spoil any possibility of an Axis '41 win, resting panzers in the winter is a huge boon for the Axis. Also, the Axis can pull 7-8 regiments and the RFSS brigades from the TB, which can greatly diminish Soviet counterattack opportunities and thus guard building. Similarly, the air war is greatly altered as the Axis can flood the front with fighters.
However, playing with locked TBs produces some idiotic situations, eg high TOE units (or guard divisions) get sent to TBs to be 'refitted' merely because historically they were trashed.
My recommendation for advanced GC players is that TB are 'semi-locked' by which I am that transfers are restricted by a gentlemen's agreement. To play this TBs are unlocked however:
-No transfers can be made outside of the scripted changes other than listed below
-Scripted transfers of units can be swapped for identical units. eg instead of 278th Soviet ID being sent from map to FE TB, say the 131st ID can be sent from map
-Units can cancel their TB scripts from map to be disbanded or merged, though the player should keep a diary of these and compensate the TB with a suitable identical replacement at the appropriate time
-The RFSS and Axis regimental units stick to their transfers scripts and cannot be substituted
- The Axis can move two transport units to reserve, from where they can be disbanded (thereby providing replacements to offset the extremely high attrition rate that Ju 52 suffer)
I haven't tested this but I suspect a good outcome will result. It will favour the Soviets but this is no bad thing in my view.
Anyone with any thoughts or comments please feel free to enrich this thread!
While the Soviets can bring reserves early from TB to spoil any possibility of an Axis '41 win, resting panzers in the winter is a huge boon for the Axis. Also, the Axis can pull 7-8 regiments and the RFSS brigades from the TB, which can greatly diminish Soviet counterattack opportunities and thus guard building. Similarly, the air war is greatly altered as the Axis can flood the front with fighters.
However, playing with locked TBs produces some idiotic situations, eg high TOE units (or guard divisions) get sent to TBs to be 'refitted' merely because historically they were trashed.
My recommendation for advanced GC players is that TB are 'semi-locked' by which I am that transfers are restricted by a gentlemen's agreement. To play this TBs are unlocked however:
-No transfers can be made outside of the scripted changes other than listed below
-Scripted transfers of units can be swapped for identical units. eg instead of 278th Soviet ID being sent from map to FE TB, say the 131st ID can be sent from map
-Units can cancel their TB scripts from map to be disbanded or merged, though the player should keep a diary of these and compensate the TB with a suitable identical replacement at the appropriate time
-The RFSS and Axis regimental units stick to their transfers scripts and cannot be substituted
- The Axis can move two transport units to reserve, from where they can be disbanded (thereby providing replacements to offset the extremely high attrition rate that Ju 52 suffer)
I haven't tested this but I suspect a good outcome will result. It will favour the Soviets but this is no bad thing in my view.
Anyone with any thoughts or comments please feel free to enrich this thread!