East First breaks the game

Strategic Command is back, and this time it is bringing you the Great War!

Moderator: MOD_Strategic_Command_3

PK1914
Posts: 10
Joined: Mon Jan 08, 2018 12:22 pm

East First breaks the game

Post by PK1914 »

I have now played four games with an East First strategy. What does that mean? The Germans put EVERYTHING into the East and attack the Baltic Fleet on Turn 1. What happens:
The Northern part of the Russian front gets easily ruptured and broken. Due to the very lax ZOC rules, the scarce Russian units in the North cannot prevent one or two deep cavalry raids. This means you are caught wrong footed in the Northern Front on T1 already, you spend the rest of the few game turns trying to plug the holes. Of course, against German corps, this is futile. The NM difference in a few turns makes any defense meaningless, even with an early Trench 1 level.

In the South, the Austrians can sit back and relax. The Germans can take the heavy lifting and will do so after T2. The Austrians, even with an all-out assault on Belgrad (which always succeeds, unfortunately, as you can never retake the city with the few Serbs) do not lose NM as fast as the Russians.

Then comes the death blow to the Russians, the German navy quickly moves in the Baltic and kills off the Russian navy there without meaningful resistance. The Germans can now cruise with 100+ morale and defend in the West. They can do some easy pickings against the French, of course, Belgium is ignored until much later in 1915.

In 1915, the Russians are losing the game already even against Turks.

All this, because the game gives an ahistorical Schlieffen East option. I do not think it should be allowed in this game as it never was a realistic game plan. It only should be available if both players agree. But even then, I would not as the Allies as you will ALWAYS lose.

You can try the strategy above. There is no real resistance to this in the East. It gets even worse if you try to challenge the German fleet, with the massive NM bonus, the Germans can afford a full blown battle with their ships and even a loss. They still inflict so many casualties, that the Western Allies lose incredibly in NM and from then on, the writing is on the wall. I cannot see that any game goes beyond 1915 with that strategy.

And yes, I played the first SCWWI and the problem was always the ships. But that could be navigated with a reasonable player. What I see here is not fun and I will not continue to play with any East Firsters.
User avatar
Tanaka
Posts: 5093
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: East First breaks the game

Post by Tanaka »

Yeah this guy made similar points. Definitely something that needs to be looked at.

ORIGINAL: dcinlassen

I have played this game several times now and I find that it is plagued with numerous flaws. While it is an interesting game, these flaws make it frustrating to play. 1) apparently you cannot disable the end game date in multiplayer pbem games. 2) I find the national morale system flawed in that units may rush behind enemy lines (germans against Russia in particular) and take cities for the only purpose of lowering the morale. its does not appear that cutting these units off effects them very much, as apparently they can draw supply from enemy cities when trapped behind enemy lines. This encourages players to make moves that have no military or realistic applications..just sacrifice a cavalry unit to cause great morale loss. even if the city is recaptured the next turn, there is no adjustment for raising the national morale up again. 3) all nationalities of units are the same. an Italian corp is just as good as a german corp. no history in the effect of what the units were like in reality. 4) apparently the north to the Baltic is a one way sea lane. just pop those british and French warships into the middle of the german navy. Denmark doesn't particually mind as I see little change in their diplomatic status. All in all, I cannot recommend this game to anyone. If I am in error in any of these observations, I readily await correction or explanation.
Image
Chernobyl
Posts: 640
Joined: Mon Aug 27, 2012 5:51 am

RE: East First breaks the game

Post by Chernobyl »

Can you actually destroy the Russian vessels if they remain in port? Or only if the AI moves them out to sea

You say you're winning by 1915 if you attack to the east, but I also win by 1915 if I attack to the west and do nothing with my navy. The AI is just stupid and you can beat it no matter what strategy you use.

Are you claiming it would be impossible to win as Entente in a human vs human game? Cause I feel I could defeat the Germans in the west if they don't devote most of their forces there.
Chernobyl
Posts: 640
Joined: Mon Aug 27, 2012 5:51 am

RE: East First breaks the game

Post by Chernobyl »

ORIGINAL: dcinlassen
I find the national morale system flawed in that units may rush behind enemy lines
all nationalities of units are the same. an Italian corp is just as good as a german corp

I don't mind that the units are mostly the same. I think giving German corps a further advantage over Italian corps would make the whole thing really tough to balance and I do understand that this game is trying to keep things simple. On that note I will point out that the game gives a bizarre bonus to ANZAC corps (not sure why they are the most powerful unit in the game) which I do find to be unwarranted.

And a surrounded unit that has taken an enemy city really does get too much supply. It should get reduced supply and movement (still more for taking a city but not the full amount). And you should regain most of the NM you lost when you retake a NM Objective city.

Lastly I will add that I think the biggest flaw of the game (besides the AI) is the snowball effect. National Morale (both plus and minus) and HQ experience both combine to make one side invincible. Once you go above 110% morale and your opponent dips below 90%, you are basically unstoppable and will ALWAYS inflict higher losses on the enemy than you take, and then guess what the NM gap widens even MORE. There's not much chance of a comeback for the other side.

I'm not sure what the solution would be, but for starters I would reduce the effects of NM and HQ experience on unit morale (which ultimately affects readiness and thus combat performance). I would also consider making NM lower OFFENSIVE capability more than DEFENSIVE capability. After all the French units that mutinied in 1917 never refused to defend - they just refused to participate in more frontal attacks.
PK1914
Posts: 10
Joined: Mon Jan 08, 2018 12:22 pm

RE: East First breaks the game

Post by PK1914 »

Ok, I think I can safely say that the game utterly broken. We played this again with an East First strategy. Due to the lack of ZOCs for the cavalry, it only takes two or three cavalry units to totally demoralize the Russians. They then fall below 80% (of course, holding on to Warsaw while German cav corps are rampaging in your rear areas is futile), and then the game breaks down. The Germans, with no adequate possibility to be attacked in the West (I laugh at the French trying to break through!), are at 105% morale in no time. Then it is pure slaughter. No research needed, nothing. You just grind down the Russian. The French have not enough money to speed up UK entry, so at worst, you have to hold out for 3 or more turns against the 105% Germans. GOOD LUCK!

Sorry, I did not have the impression that the first iteration SCWWI was so broken (it might have been, but I am loathe to try out).

Save your money folks until some fixes have come (I say this with a broken heart as I am a fanboy of the series). I am extremely disappointed at this and will not play anymore until we see some REAL fixes or implementing some house rules like not advancing with cavalry through holes in the line (by the way, why does the game have ZOCs which do not work as in history?).

PK1914
Posts: 10
Joined: Mon Jan 08, 2018 12:22 pm

RE: East First breaks the game

Post by PK1914 »

Can you actually destroy the Russian vessels if they remain in port? Or only if the AI moves them out to sea

I play against humans. You can lay one mine but your DD is dead afterwards. The rest of the fleet must hunker down in port or it destroyed. The Russian ships cannot leave port and must flee. Silly.
You say you're winning by 1915 if you attack to the east, but I also win by 1915 if I attack to the west and do nothing with my navy. The AI is just stupid and you can beat it no matter what strategy you use.

Well, the game has such an easy PBEM mode that I find it is not necessary to play against the AI. But the AI is even worse as we all know.
Are you claiming it would be impossible to win as Entente in a human vs human game?

Yes. It is. Try it out against a competent Central Powers player. He wipes the floor with you in the first 3 turns in the East. It looks a bit different with a West First strategy, but not much.
Cause I feel I could defeat the Germans in the west if they don't devote most of their forces there.

Not if the Germans leave Belgium alone. You do not have enough points to attack and your NM is worse than his and you have no artillery. Good luck!
User avatar
Hubert Cater
Posts: 5987
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: East First breaks the game

Post by Hubert Cater »

Thanks for the feedback everyone and I believe we can implement some fairly straightforward logical adjustments/fixes to address what has been highlighted here, and especially so for concerns regarding the East first strategy.

That being said, in terms of the unit differences (or perceived lack thereof), Bill I feel addressed this quite well in the following thread, post #10:

https://www.matrixgames.com/forums/tm.asp?m=4728623

Regarding the inability to not be able to disable the end game date for PBEM++, this has already been adjusted on my end for the next update.

Essentially nothing is ever set in stone from our end, and as issues crop up, inevitably they will once thousands of players start playing the game upon release, we always do our best to address them and generally improve the game as needed.

Hubert
User avatar
Christolos
Posts: 1002
Joined: Wed Apr 23, 2014 10:45 pm
Location: Montreal, Canada

RE: East First breaks the game

Post by Christolos »

Just my two cents here, but shouldn't the French be able to give the Germans a hard time in the West, if they go East first?

I know that the AI will invade Belgium if the Germans don't...but I'm not so sure how well this would help against a human East first strategy.

C
“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-
User avatar
Tanaka
Posts: 5093
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: East First breaks the game

Post by Tanaka »

ORIGINAL: Hubert Cater

Thanks for the feedback everyone and I believe we can implement some fairly straightforward logical adjustments/fixes to address what has been highlighted here, and especially so for concerns regarding the East first strategy.

That being said, in terms of the unit differences (or perceived lack thereof), Bill I feel addressed this quite well in the following thread, post #10:

https://www.matrixgames.com/forums/tm.asp?m=4728623

Regarding the inability to not be able to disable the end game date for PBEM++, this has already been adjusted on my end for the next update.

Essentially nothing is ever set in stone from our end, and as issues crop up, inevitably they will once thousands of players start playing the game upon release, we always do our best to address them and generally improve the game as needed.

Hubert

Thanks as always Bill and Hubert! [&o]
Image
Chernobyl
Posts: 640
Joined: Mon Aug 27, 2012 5:51 am

RE: East First breaks the game

Post by Chernobyl »

I play against humans. You can lay one mine but your DD is dead afterwards. The rest of the fleet must hunker down in port or it destroyed. The Russian ships cannot leave port and must flee. Silly.

Okay but I assumed from the beginning that the Russian vessels had better stay in port. If they are safe in port then I don't really see the problem. They're essentially in the same situation the Austrian navy is in.
He wipes the floor with you in the first 3 turns in the East.

I can confirm this. The central powers can cut both rail lines into Poland on turn #1 before Russia can do anything about it, and this SEVERELY reduces supply values for ALL the Russian troops in Poland.
Hex supply levels drop from 7 thru 10 to just 4 to 5. You can even take the city of Brest-Litovsk on turn #1 if you are lucky. You destroy the recon bombers there with cavalry and walk in. This reduces Russian national morale by 2,000 points (a significant blow).

I absolutely agree that this needs to be fixed. I imagine a smart Central Powers player would defend in the West, sell tech to rail corps to Poland, and absolutely crush the Russian armies there while they are at pathetically low supply.
This would win the war. The Russian units in Poland are not only weaker combat-wise, but they actually lose an action point due to low supply! All before the Entente player even gets to move.

An example is shown below. Note that this isn't really the best the Central Powers can do on turn #1 (you can also send a corps to Byalistok, entrench more, and rail more stuff in) and also note that you don't even have to take Brest-Litovsk to cripple the Polish army, all you have to do is cut the two rail lines.


Image
Attachments
1914 - 08 ..-min (1).jpg
1914 - 08 ..-min (1).jpg (194.02 KiB) Viewed 799 times
darth254
Posts: 19
Joined: Mon Jun 17, 2019 12:44 pm

RE: East First breaks the game

Post by darth254 »

I haven't played multiplayer yet myself but similar to what was evidenced above by Chernobyl, I also came across a stream on youtube of guy playing a PBEM game where he initially deployed some cavalry at the Masurian Lakes tile which ran right through on turn 1 to Bialystok, and then Brest-Litovsk without a fight. To be able to take a fort and sever rails that deep in Russian territory without a fight without really any preventive measure does seem like "cheese" that should be addressed.

Now this is a particular initial deployment cheese in the East using cavalry. I don't know if that necessarily addresses OP's general complaint about going East first and how limited/helpless the Entente is in the West to do really anything about it.
User avatar
budd
Posts: 3094
Joined: Sat Jul 04, 2009 3:16 pm
Location: Tacoma

RE: East First breaks the game

Post by budd »

When have Mr. Cater and Mr. Runacre ever not addressed issues like this or taken input from the community. I have no problem recommending this game, a long history of dedicated support of their games should count for something, shouldn't it.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
darth254
Posts: 19
Joined: Mon Jun 17, 2019 12:44 pm

RE: East First breaks the game

Post by darth254 »

I definitely agree. I disagree with OP when it comes to recommending this game. I've really enjoyed it.
PK1914
Posts: 10
Joined: Mon Jan 08, 2018 12:22 pm

RE: East First breaks the game

Post by PK1914 »

I did not say I do not recommend the game, I just said it needs urgent fixes to be interesting in the long run.
User avatar
BillRunacre
Posts: 6534
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: East First breaks the game

Post by BillRunacre »

ORIGINAL: PK1914

I did not say I do not recommend the game, I just said it needs urgent fixes to be interesting in the long run.

Hi

Thanks for your feedback, as it and the ensuing discussion is providing some ideas for changes to limit the ability for the German army to rampage in the east from the word go. [:)]

Bill
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
PK1914
Posts: 10
Joined: Mon Jan 08, 2018 12:22 pm

RE: East First breaks the game

Post by PK1914 »

By the way, the problem also exists in the reverse. I am trying now to save the game by limiting my German attack in the West and playing more conservatively. I see that my opponent as the Russian can insert his two cavalry corps into Germany again and cause some problems. Fortunately, there are more garrison and other troops to stop that behaviour.

There could be the solution to simply have some garrison troops for the Russians in some places. But that might not be enough if ZOCs stay fluid.

I suggest that some hardcore folks use this strategy and test out the fixes by going all risk with the cavalry units.

Of course, one more solution could be also to scale down cavalry in firepower as they were pretty useless historically against machine guns.

Lots of options to fix this.
lwarmonger
Posts: 190
Joined: Sun Aug 17, 2008 3:19 pm

RE: East First breaks the game

Post by lwarmonger »

So, I would love to play the OP... I've had a number of players try the east first strategy on me... to me right now that looks like a loser. Russia just needs to hang on until 1916, which it can easily do. By that point Britain and France are in the Ruhr. I'm not saying your experience is invalid... just that I have had a completely different experience playing allies. East first seems like a loser, because you cant knock out Russia as fast as you can knock out France.
PK1914
Posts: 10
Joined: Mon Jan 08, 2018 12:22 pm

RE: East First breaks the game

Post by PK1914 »

The Russians will not survive until 1916. Their NM is at 50% or below then and Germany at 110%. You cannot win, especially if you have some naval losses as the Allies. You should not play me as I refuse to do these things like cavalry raids in the rear.
User avatar
Hubert Cater
Posts: 5987
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: East First breaks the game

Post by Hubert Cater »

Thanks everyone once again from my end as well, and definitely feel free to provide further feedback or countering points of view here.

Indeed, in the past we've found that sometimes different players/opponents will either reach the same conclusions, or have alternate opinions depending on play style and counter strategies.

It's always a careful balance of acknowledging the perceived faults and adjusting for them in the design, versus potentially swinging the game too far in another direction, or fixing something that in the end didn't need fixing because the applicable counter strategy hasn't yet played itself out.

Not necessarily saying any or all of the above apply, we just want to make sure we get things as right as possible whenever we contemplate potential changes.
Chernobyl
Posts: 640
Joined: Mon Aug 27, 2012 5:51 am

RE: East First breaks the game

Post by Chernobyl »

ORIGINAL: PK1914
I see that my opponent as the Russian can insert his two cavalry corps into Germany again and cause some problems. Fortunately, there are more garrison and other troops to stop that behaviour.

There could be the solution to simply have some garrison troops for the Russians in some places. But that might not be enough if ZOCs stay fluid.

Lots of options to fix this.

Yes Bromberg Thorn and Posen are all technically in reach of the Russian cavalry turn on turn 1. Careful placement of garrisons and ZOC usage are enough to stop the Russians from taking a NM city.

The simplest solution to German cavalry in the east would be to simply restrict the hexes you are allowed to place units in. It appears to me like German cavalry in the west was playtested but cavalry in the east was not.
Secondly you could consider adding a garrison to Brest-Litovsk.
Thirdly the Austrian IX corps which begins at hex (192,82) should not be allowed to move up three hexes to block the Kovel-Lublin railroad. Perhaps move it south or southeast one hex.
Post Reply

Return to “Strategic Command: World War I”