[WarInEur] limitations of Gaming
SGMINFO at aol.com
SGMINFO at aol.com
Tue Aug 28 13:44:40 EDT 2007
Bob writes:-
I don't play the France 1940 period all that often (I am a Barbarossa freak)
This much seems right and wrong about the 1940 WIE.
1) the Axis counters are far superior- this makes counter attacks--which
worried the Germans grey-haired in planning Case Yellow--
not all that feasible
2) The Historical German planners were fairly certain that any battering ram
style campaign would result in no better than a draw. In WIE, the oppostite
is fairly clear: no line can hold if Brit cooperation is strictly limited or
if the reduced combat values are in effect: A german 10-8 is simply too
superior
to a French 3-4. If all else fails the Axis can always bash its way into
Paris.
3) Once trench warfare is allowed [i.e the 3-4's become (6)-0's] the French
do have enough combat points to hold a line.
4) This creates a sort of rush to decision which accidently? simulates
the OKH ultimate preference for trying for a big win rather than simply
the conquest of a buffer zone.
Based on your accounts and that of others using attrition in 1940 the two
Armies on the march are wearing themselves to ineffectiveness
during a frantic period of mobile warfare. The allies problem seems to be
that having initially been caught out of position by the Axis choice of focal
point, they are wearing themselves out "simply marching to the guns" and this
creates a sort of disorganized defense much like the makeshift ones that the
Axis actually fought their way through.
I would note that the attrition option in War in the East has a rather
useful side effect. The Soviets have a massive rail capacity which can be used to
get troops to the frontier without attrition, unfortunately they need much
if not most of this capacity to withdraw Manufacturing centers from the
frontier in the opening turns. In the pre-attrition game my Soviets have it both
ways, by splitting the capacity 30/30 and letting the Militia and Moscow
reserve march forward for two or three weeks to get into the Axis out of supply
zone for phase II of the campaign. This is a far less feasible strategy with
attrition, which means that more production centers will have to be written
off or else the RR capacity will not be free to deal with just troops until the
Fall.
BOB
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