3.3 Winter Options
Posted: Sat Aug 09, 2003 1:00 am
My First Post - YEA!
anyhow, i'm only in my 3rd game so I'm not much interested in complicated house rules yet, but I was reading the Canada vs. NZ doc and it got me thinkin' so tell me what you guys think.
In my current game it's my first time as sovs and it's 4/5/42. right now my line is running from Leningrad straight south to Kiev, runs with the Dnieper a little, then plunges straight down to Sevastopol. Plus i'm 2 hexes from Helsinki, but that's gravy on the fries. anyhow, even though it was only my first game, it's hard not to notice that the amount of shattering is just stupid - I think I made 80-90% of his front line shatter by half way through Jan., and to be nice I actually stopped where I was over a month ago because we havn't made it to '42 yet and we want to see how fluid the '42 advance is just so we know what to expect later. The moment I thought it was getting stupid was when I'd start attacking with inferior forces just because all you have to do is do ANY attack, and there's an excellent chance the unit would shatter regardless of the attacking strength.
So here's the 2 possibilities I came up with:
1. The Sovs are only allowed to create breathing room for 3 cities - Leningrad, Moscow, and Rostov. For Moscow and Rostov the Sov's may Advance up to 7 hexes around those cities, and Leningrad up to 3 hexes away. Otherwise all units must hold in position, unless the Germans retreat to shorten the line, in which case the Sov armies may advance adjacent to a German unit, but they still don't attack. In principal I like the idea as it's a little more historical but there's nothing to stop the German player from just retreating to eliminate all losses. And if that happened the winter of '41 would be pretty boring for the Sovs, but regardless it would leave them in a relitively solid defensive position for the summer of '42 (or I would think, as I havn't had the pleasure of attacking or defending in '42 yet). Also few Sov units would gain valuable experience during the winter, so they may be a little easier to to overrun in '42.
2. This makes a little more sense - from the first blizzard turn to, say, the first turn in March, all Sov units may only plot 1 hex per turn. And if that's STILL too fast, then all Sov units may only ever plot a single static attack OR make a single plot into an empty hex, but may never just move into a German unit occupied hex.
It could even be a combo of the 2, but I'm liking the second of the 2 the most.
Oh Yeah!
anyhow, i'm only in my 3rd game so I'm not much interested in complicated house rules yet, but I was reading the Canada vs. NZ doc and it got me thinkin' so tell me what you guys think.
In my current game it's my first time as sovs and it's 4/5/42. right now my line is running from Leningrad straight south to Kiev, runs with the Dnieper a little, then plunges straight down to Sevastopol. Plus i'm 2 hexes from Helsinki, but that's gravy on the fries. anyhow, even though it was only my first game, it's hard not to notice that the amount of shattering is just stupid - I think I made 80-90% of his front line shatter by half way through Jan., and to be nice I actually stopped where I was over a month ago because we havn't made it to '42 yet and we want to see how fluid the '42 advance is just so we know what to expect later. The moment I thought it was getting stupid was when I'd start attacking with inferior forces just because all you have to do is do ANY attack, and there's an excellent chance the unit would shatter regardless of the attacking strength.
So here's the 2 possibilities I came up with:
1. The Sovs are only allowed to create breathing room for 3 cities - Leningrad, Moscow, and Rostov. For Moscow and Rostov the Sov's may Advance up to 7 hexes around those cities, and Leningrad up to 3 hexes away. Otherwise all units must hold in position, unless the Germans retreat to shorten the line, in which case the Sov armies may advance adjacent to a German unit, but they still don't attack. In principal I like the idea as it's a little more historical but there's nothing to stop the German player from just retreating to eliminate all losses. And if that happened the winter of '41 would be pretty boring for the Sovs, but regardless it would leave them in a relitively solid defensive position for the summer of '42 (or I would think, as I havn't had the pleasure of attacking or defending in '42 yet). Also few Sov units would gain valuable experience during the winter, so they may be a little easier to to overrun in '42.
2. This makes a little more sense - from the first blizzard turn to, say, the first turn in March, all Sov units may only plot 1 hex per turn. And if that's STILL too fast, then all Sov units may only ever plot a single static attack OR make a single plot into an empty hex, but may never just move into a German unit occupied hex.
It could even be a combo of the 2, but I'm liking the second of the 2 the most.
Oh Yeah!