brianG v tyronec anatomy of disaster all welcome

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BrianG
Posts: 4674
Joined: Mon Mar 05, 2012 11:52 pm

turn 5

Post by BrianG »

final middle

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BrianG
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RE: turn 5

Post by BrianG »

final south.

losing Odessa so fast was bad.

One can see how my cav cut off would have ruined those 2 tank divisions mp's for a few turns and the airborne unit. it was an easy cut as well. Only past 1 zoc. The rest of the move was russian controlled hexes. and so goes the Crimea.

It might also have scared Tyronec enough(or annoyed), that extra caution would enter into his future planning

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sillyflower
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Location: Back in Blighty

RE: turn 5

Post by sillyflower »

What I have noticed playing Eskuche in 1 of my 2 comeback games (NB the 1st and only rule of retirement is to stay retired) is how much better the German start can be. Over 500K Russians and 7K aircraft lost in T1, and the following turns have not got better. This is possible because the new expert start and early turn strategies producing a snowball effect to a ridiculous degree. Hence for example, your front line at the end of T4 being some way to the east of Smolensk.

It puts me right off the game again I'm afraid. Eskuche is a very clever and entertaining opponent and I do no want anyone to think that I am critical of him or his play. He's not doing anything that the game set up does not encourage him to do
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Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

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mrhuggles
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RE: turn 5

Post by mrhuggles »

This new patch honestly seems very pro-soviet to me, interceptor bug notwithstanding, the new manpower buff combined with the exp bug fix means the Soviets grow scary much faster. The only real buffs to axis I would say is the amount of Soviet rail cap early and the better axis combat results/routing. The former means Axis will almost certainly get Leningrad, and the latter means better Axis ratios overall. The changes to forts means Leningrad will be more painful to take though, and I don't think the other buff comes close to overcoming the Soviet exp -> CV buffs.

I'll admit that Tyronec's skill doesn't do any favors towards my point though [:D]
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sillyflower
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RE: turn 5

Post by sillyflower »

I'm not in a position to argue as I'm returning from a 5 year break. Either because of rule changes since 2015 or axis players have worked out how to optimise the 1st few turns (without Russians being able to do much about it) has given a ridiculous boost to what axis can (?should) do in the opening turns.

There's also a chance that I've just turned into Victor Meldrew or Waldorf from the Muppets
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Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

Reply: They already know you're a gamer. What other shame can possibly compare?
Bitburger
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Joined: Sat Feb 21, 2015 7:14 pm

RE: turn 5

Post by Bitburger »

Sillyflower is spot on. Leningrad and Moskow get isolated and only fall slower due to new fort rules, but they still fall. As for a scary russian in "42, the panzer ball goes wherever it wants in summer 42 with no fuel constraints and not even truck considerations to limit hq buildups.
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CapAndGown
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Location: Virginia, USA

RE: turn 5

Post by CapAndGown »

What is this "experience bug" I see mentioned?
eskuche
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RE: turn 5

Post by eskuche »

Not to turn Brian's thread into a balance topic, but the experience bug was where in 1.11 the experience gain for units even far from enemies was limited to 1 per turn, instead of up to 6 per turn now (9 if engaged in combat previously).

I will have to agree with mrhuggles after playing both sides. Soviet players should have to attempt to hold the line forward more given the new incentives to do so. From what I'm gathered, panzer fuel early on is slightly less in 1.12 vs. 1.11, and HQBUs are all but useless, so to avoid an early Leningrad and/or Moscow, holding actions instead of straight running to the Dnepr, for example, are needed.
BrianG
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turn 6

Post by BrianG »

This is the major finish attack to get over the river.

And if i remember reading correctly this was one of those 'lucky' German roll. Or should I say Finish roll.

I think i was short a unit up here do to the rr reduction

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BrianG
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RE: turn 6

Post by BrianG »

open Leningrad

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BrianG
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RE: turn 6

Post by BrianG »

Open Middle, as in my middle is now open

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BrianG
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RE: turn 6

Post by BrianG »

Attack lineup to save Leningrad.



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BrianG
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RE: turn 6

Post by BrianG »

and victory.

It was early and we need positive reinforcement.

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BrianG
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RE: turn 6

Post by BrianG »

Nice air raid on German recon

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BrianG
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RE: turn 6

Post by BrianG »

Crimea final

A tad early to be discussing the Crimea. OK

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BrianG
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RE: turn 6

Post by BrianG »

kiev final and what is evolved into my Green Army

This Army will put up a truly impressive loss record.


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BrianG
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RE: turn 6

Post by BrianG »

final Leningrad.

I will not win this slug fest. So its how do i lose Leningrad with grace.

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BrianG
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RE: turn 6

Post by BrianG »

final middle

Tanks are leapfrogging and i fear major trap if I stay

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BrianG
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RE: turn 6

Post by BrianG »

kia for air as of

I am trying to hit recon.

I know now its really not useful but i am thinking long term. Such as 1943 and beyond.,.

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chaos45
Posts: 2015
Joined: Mon Jan 22, 2001 10:00 am

RE: turn 6

Post by chaos45 »

Really as far as balance goes SillyFlower is correct, and even Tyronnec commented at the end he thought balance is abit in favor of the Germans right now as far as overall game.

The problem is the Germans get to much of a free hand in the early turns, and really you mainly just need to practice the opening turns and keeping the panzers supplied. As the soviets defenses and units are far to weak to put up any real resistance for a long time in the early game.

Everyone seems to forget the soviets defenses have been nerfed repeatedly over the years....you used to have more speed bump units to delay the Germans, but he patch team removed all the security regiments that used to at least cause some MP loss to the German player. These regiments used to stick around for longer into the early game to at least be speed bumps.

So the early game becomes basically the soviet player not even having enough units to MP delay German advances in many places along the frontline. Its why i suggested long ago the patch team add more fortified areas to the map in areas that historically had old fortifications the soviets used in WW2 as effective positions....and well they did not....also the Soviet southern forces starting position needs adjusted so at least the reserve armies are not also auto destroyed T1 by German play the Soviet player has no ability to influence-----this is a massive early game balance issue that is super in favor of the Germans.
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